Therefore, as your skills improve in any activity, you will seek to increase the challenge accordingly in order to keep experiencing flow ‒ if you are a climber you will move on to ascend more demanding rock formations if you are a chess player, you will seek to play against more skillful opponents and so on. In this sense, flow is related to what we colloquially call ‘enjoyment’ or ‘fun’. The flow state ensues when the level of challenge of the activity meets the skill level of the person ( Csikszentmihalyi, 2009, p. If, on the other hand, the challenge is too high relative to the individual’s skill level, they will become anxious. If an activity provides a level of challenge that is too low relative to the skill level of the person performing it, the person will become bored. Importantly, a state of flow is a point of equilibrium between anxiety and boredom. Chess and football players, dancers, climbers, assembly line workers, and meditators can all experience flow while entranced by their activities. Csikszentmihalyi famously called this state flow. This mental state is characterized by deep concentration, effortless involvement, a sense of control, and the loss of the senses of time and self (ibid.). The total score obtained by players as an objective measure of player performance was positively correlated with flow states, indicating that the more flow participants experienced, the better they played.īack in the 1970s, psychologist Mihaly Csikszentmihalyi described a state of optimal experience that can be elicited by activities that have clear goals, can be completed, and provide immediate feedback ( Csikszentmihalyi, 2009, p. Thumper was flow-inducing regardless of condition and the more flow participants experienced the less they thought about time and the faster time passed subjectively. Participants who played the game in VR performed better and had a stronger feeling of presence than those who played in 2D. Participants ( n = 100) played the rhythm game Thumper for 25 minutes in one of two conditions: in virtual reality (VR) or on a computer screen (2D). The present study focuses on the relation between time perception and flow states in the context of video game play. Despite the widespread scientific interest in flow, there are few quantitative studies specifically on the aspect of time perception. One of the defining characteristics of this state is the loss of the sense of time. Flow is a mental state characterized by deep absorption during challenging activities, which was first studied by Mihaly Csikszentmihalyi.
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