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İSKENDER Ö. Identification with Game Characters: Theoretical Explanations, Predictors, and Psychological Outcomes. PSIKIYATRIDE GUNCEL YAKLASIMLAR - CURRENT APPROACHES IN PSYCHIATRY 2023. [DOI: 10.18863/pgy.1104693] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/20/2023]
Abstract
This review investigates theoretical explanations, predictors, and psychological outcomes of identification with game characters. Theoretical explanations depended on Cohen’s conceptualization of identification with media characters, wishful identification, similarity identification, embodied presence concepts, self-perception, self-discrepancy, and social identity theories. Predictors included customizability, how the character is perceived (ideal, attractive, similar, real), narrative, immersion, presence, age, time spent playing/playing history, player’s psychological characteristics, and perceived performance. Psychological outcomes included enjoyment, flow experience, addiction, problematic gaming, playing motivations, self-efficacy, competence, short-term outcomes (change in aggression, empathy), intention to continue playing, game-related spending, social identification, and in-group bias. The self-discrepancy perspective provides the most prevalent explanation, which proposes that game characters are closer to players’ ideal selves, and identification with the game character reduces their self-discrepancies. However, the social identity perspective offers more overarching explanations discussing identification with game-related groups (groups created within the game and game community) and the game character together, thus pointing to a bigger picture where players develop social identities through interaction with game-related groups. Therefore, unlike other explanations discussing game character identification as a temporary experience, the social identity perspective indicates it may be a lasting experience. Regarding predictors, only two were game-related (customizability, narrative), while most were player-related (e.g., age, time spent playing, player’s psychological characteristics), which might show that player characteristics deserve more attention than the game itself to understand the identification process. Concerning psychological outcomes, while two were positive (enjoyment, flow experience) and two were negative (addiction, problematic gaming), most had various aftermaths, such as a short-term outcome of an increase in aggression or empathy.
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Lo SY, Lai CY. Investigating how immersive virtual reality and active navigation mediate the experience of virtual concerts. Sci Rep 2023; 13:8507. [PMID: 37231095 DOI: 10.1038/s41598-023-35369-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/08/2022] [Accepted: 05/17/2023] [Indexed: 05/27/2023] Open
Abstract
We conducted an experiment to examine how virtual reality (VR) and active navigation interact to improve audience experience in virtual concerts. To manipulate the medium, the participants were presented with concert-related audiovisual stimuli via a head-mounted VR device or a computer. To manipulate the participants' access to different perspectives (navigation mode), they were allowed to actively switch, or were passively guided, between the audience's perspective and the performer's perspective. According to the results, VR and active navigation induced a higher sense of presence (feeling of being somewhere else) than did computer and passive navigation, and thus, they increased the audience's state of flow and gave them higher degrees of satisfaction and concert-attending intention. VR and active navigation also increased the participants' role identification (feeling of being someone else), which again gave them higher degrees of satisfaction and concert-attending intention. This research contributes to the literature supporting VR's enhancement of concert experiences and further highlights the important relationship between action, perception, and experience satisfaction.
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Affiliation(s)
- Shih-Yu Lo
- Institute of Communication Studies, National Yang Ming Chiao Tung University, Hsinchu, Taiwan.
| | - Chih-Yuan Lai
- Institute of Communication Studies, National Yang Ming Chiao Tung University, Hsinchu, Taiwan
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Yang S. Storytelling and user experience in the cultural metaverse. Heliyon 2023; 9:e14759. [PMID: 37035365 PMCID: PMC10073831 DOI: 10.1016/j.heliyon.2023.e14759] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/24/2022] [Revised: 03/15/2023] [Accepted: 03/16/2023] [Indexed: 03/29/2023] Open
Abstract
Enthusiasm for the metaverse is intensifying in academia and industries. The metaverse is a complex concept, combining many technologies to create many different types of user experiences (UX), depending on the intended use. The cultural metaverse was first introduced in this study. This study is an initial attempt to fill the gaps in the practical research and storytelling research in the metaverse. Augmented reality (AR) technology is an applicative tool in cultural experience, which displays computer - generated virtual information on a real-world scene. AR displays digital information realistically, making it appear to be part of the actual environment, deepening or expanding the user's understanding of "reality". This study constructed a cultural metaverse using the innovative AR storytelling. The cultural metaverse is a new cultural ecology in which advanced information technologies are deeply integrated with cultural spaces and exhibits. It combines digital technologies and cultural industries, mixing virtual space and physical space to facilitate the UX in cultural experiences. In this study, the existing AR e-book and the innovative AR version were compared while measuring multiple aspects of UX, including presence, flow, enjoyment, education, and engagement. By analyzing questionnaire data from two groups with a total of 368 participants, the results indicated that the innovative AR storytelling produced a better UX across all variables compared to the AR e-book application. Overall, innovative AR storytelling allows visitors to transition between real and virtual spaces, enriches their interactive experience, and improves user engagement with the metaverse exhibition of cultural experience. Therefore, practitioners can construct a primary cultural metaverse through innovative AR storytelling.
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Kotler S, Mannino M, Kelso S, Huskey R. First few seconds for flow: A comprehensive proposal of the neurobiology and neurodynamics of state onset. Neurosci Biobehav Rev 2022; 143:104956. [PMID: 36368525 DOI: 10.1016/j.neubiorev.2022.104956] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2022] [Revised: 10/22/2022] [Accepted: 11/06/2022] [Indexed: 11/09/2022]
Abstract
Flow is a cognitive state that manifests when there is complete attentional absorption while performing a task. Flow occurs when certain internal as well as external conditions are present, including intense concentration, a sense of control, feedback, and a balance between the challenge of the task and the relevant skillset. Phenomenologically, flow is accompanied by a loss of self-consciousness, seamless integration of action and awareness, and acute changes in time perception. Research has begun to uncover some of the neurophysiological correlates of flow, as well as some of the state's neuromodulatory processes. We comprehensively review this work and consider the neurodynamics of the onset of the state, considering large-scale brain networks, as well as dopaminergic, noradrenergic, and endocannabinoid systems. To accomplish this, we outline an evidence-based hypothetical situation, and consider the flow state in a broader context including other profound alterations in consciousness, such as the psychedelic state and the state of traumatic stress that can induce PTSD. We present a broad theoretical framework which may motivate future testable hypotheses.
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Affiliation(s)
| | | | - Scott Kelso
- Human Brain & Behavior Laboratory, Center for Complex Systems and Brain Sciences, Florida Atlantic University, United States; Intelligent Systems Research Centre, Ulster University, Derry∼Londonderry, North Ireland
| | - Richard Huskey
- Cognitive Communication Science Lab, Department of Communication, University of California Davis, United States; Cognitive Science Program, University of California Davis, United States; Center for Mind and Brain, University of California Davis, United States.
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Tan J, Kannis-Dymand L, Jones C. Examining the potential of VR program Tilt Brush in reducing anxiety. VIRTUAL REALITY 2022; 27:1-13. [PMID: 36405877 PMCID: PMC9647245 DOI: 10.1007/s10055-022-00711-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/30/2022] [Accepted: 10/09/2022] [Indexed: 06/16/2023]
Abstract
Recent advancement in technology has made virtual reality (VR) more accessible and immersive than ever before, resulting in its increasing utility in various industries. Despite this, VR has remained an underutilised tool within clinical psychology. This study aimed to explore the potential of using VR for therapeutic benefits through examining the level of flow and anxiety-reducing effects of freeform drawing in real life (on paper) versus drawing in VR (using Tilt Brush) via a randomised-controlled trial with 40 participants. State and trait anxiety was measured using the State-Trait Anxiety Inventory, level of flow was measured using the Long Flow State Scale, and level of presence was measured using the iGroup Presence Questionnaire. Overall level of flow was not significantly different between both groups, implying drawing in VR induces as much flow as drawing in real life. Level of flow was positively correlated to level of presence experienced in the VR group (p < .01). Although there was no significant interaction effect, both groups experienced an overall decrease in state anxiety, with the VR group experiencing a significant reduction of state anxiety from pre- to post-test (p < .01).
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Affiliation(s)
- Janice Tan
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD Australia
| | - Lee Kannis-Dymand
- School of Health and Behavioural Sciences, University of the Sunshine Coast, Maroochydore, QLD Australia
| | - Christian Jones
- School of Law and Society, University of the Sunshine Coast, Maroochydore, QLD Australia
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Li C, Lo Kon AL, Shing Ip HH. Use Virtual Reality to Enhance Intercultural Sensitivity: A Randomised Parallel Longitudinal Study. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3673-3683. [PMID: 36048997 DOI: 10.1109/tvcg.2022.3203091] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
Prior studies suggest that emotional empathy is one of the components of intercultural sensitivity - the affective dimension under the concept of intercultural communication competence. Based on existing theories and findings, this paper reports a randomised parallel longitudinal study investigating the use of virtual reality (VR) exposure to enhance intercultural sensitivity. A total of 80 participants (36 females and 44 males) joined the study and were included in the data analysis. The participants were randomly assigned to the VR group, the video group, and the control group. Their intercultural sensitivity was measured three times: one week before the exposure ($T_{1}$), right after the exposure ($T_{2}$), and three weeks after the exposure ($T_{3}$). The results suggested that (1) the intercultural sensitivity of the VR group was significantly enhanced in both within-subject comparisons and between-subject comparisons, (2) there were no significant differences in intercultural sensitivity between the VR group and the video group at $T_{2}$, but the VR group retained the enhancement better at $T_{3}$, and (3) the sense of presence and emotional empathy well predicted the change in intercultural sensitivity of the VR group. The results, together with the participants' feedback and comments, provide new insights into the practice of using VR for intercultural sensitivity training and encourage future research on exploring the contributing factors of the results.
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Do teachers believe that video games can improve learning? Heliyon 2022; 8:e09798. [PMID: 35800722 PMCID: PMC9253352 DOI: 10.1016/j.heliyon.2022.e09798] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/21/2021] [Revised: 07/27/2021] [Accepted: 06/21/2022] [Indexed: 11/23/2022] Open
Abstract
Although video games are increasing their presence in teens/children's private entertainment and there is ample evidence to support their educational possibilities, they are seldom introduced in classrooms. One of the least studied factors relative to the insertion of video games in curricula is teachers' conceptions on their effectiveness to foster learning. In this study, we investigate how teachers conceive of the educational usage of video games, considering their reported value and which video game dimensions are reflected to be of importance, as well as personal traits linked to them (gender, educational level, area of knowledge, teaching experience, behavioral intention ...). We designed a Likert questionnaire with three main dimensions: pragmatic play, epistemic play, and learning outcomes (verbal information, skills, and attitudes). 595 Spanish teachers answered the questionnaire online. We applied ANOVA and multiple regression techniques, which revealed a broad acceptance of video games as educational media. The most relevant analyzed factors turned out to be the intention to use video games in classrooms, and the private use of video games. Teachers believe that video games promote more learning when played with an epistemic goal, mediated by scaffolding and especially under the teacher's guidance, compared to pragmatic play related to completion and success in the game. They also consider video games to mainly promote verbal information learning, procedural learning, and finally attitude learning, with the latter being less probable. We suggest the need to strengthen not only teacher training programs in the educational use of video games but also research on relationships between teachers' beliefs and practices in order to convert these favorable beliefs into actual real practices.
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Peifer C, Wolters G, Harmat L, Heutte J, Tan J, Freire T, Tavares D, Fonte C, Andersen FO, van den Hout J, Šimleša M, Pola L, Ceja L, Triberti S. A Scoping Review of Flow Research. Front Psychol 2022; 13:815665. [PMID: 35465560 PMCID: PMC9022035 DOI: 10.3389/fpsyg.2022.815665] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2021] [Accepted: 01/17/2022] [Indexed: 11/17/2022] Open
Abstract
Flow is a gratifying state of deep involvement and absorption that individuals report when facing a challenging activity and they perceive adequate abilities to cope with it (EFRN, 2014). The flow concept was introduced by Csikszentmihalyi in 1975, and interest in flow research is growing. However, to our best knowledge, no scoping review exists that takes a systematic look at studies on flow which were published between the years 2000 and 2016. Overall, 252 studies have been included in this review. Our review (1) provides a framework to cluster flow research, (2) gives a systematic overview about existing studies and their findings, and (3) provides an overview about implications for future research. The provided framework consists of three levels of flow research. In the first “Individual” level are the categories for personality, motivation, physiology, emotion, cognition, and behavior. The second “Contextual” level contains the categories for contextual and interindividual factors and the third “Cultural” level contains cultural factors that relate to flow. Using our framework, we systematically present the findings for each category. While flow research has made progress in understanding flow, in the future, more experimental and longitudinal studies are needed to gain deeper insights into the causal structure of flow and its antecedents and consequences.
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Affiliation(s)
- Corinna Peifer
- Department of Psychology, University of Lübeck, Lübeck, Germany
| | - Gina Wolters
- Faculty of Psychology, Ruhr-Universität Bochum, Bochum, Germany
| | - László Harmat
- Department of Psychology, Linnaeus University, Växjö, Sweden
| | - Jean Heutte
- ULR 4354 - CIREL - Centre Interuniversitaire de Recherche en Education de Lille, Université de Lille, Lille, France
| | - Jasmine Tan
- Department of Psychology, Goldsmiths University of London, London, United Kingdom
| | - Teresa Freire
- School of Psychology, University of Minho, Braga, Portugal
| | | | - Carla Fonte
- Faculty of Human and Social Sciences, University Fernando Pessoa, Porto, Portugal
| | | | - Jef van den Hout
- Industrial Engineering and Innovation Sciences, Eindhoven University of Technology, Eindhoven, Netherlands
| | - Milija Šimleša
- Institute of Psychology Henri Pieron, Université Paris 5 René Descartes, Paris, France
| | - Linda Pola
- Department of Cultural Heritage and Environment, University of Milan, Milan, Italy
| | - Lucia Ceja
- IESE Business School, University of Navarra, Barcelona, Spain
| | - Stefano Triberti
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
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Character identification is predicted by narrative transportation, immersive tendencies, and interactivity. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-03048-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
Abstract
AbstractThe question of what contributes to users’ identification with media characters remains an open issue in research. Apart from media interactivity, user characteristics like gender, age, immersive tendencies, and factual transportation into the narrative are promising factors. Yet, research is still in its infancy, and the usage of different media limits cross-study comparability. Hence, the current study set out to examine predictors of character identification using a text-based fiction with purported interactivity which was inspired by interactive fiction (IF) games. In an online experiment, 228 participants aged 15–65 years were randomly assigned to either an active condition where they could choose from different options, or a passive condition where they only read the story. Additionally, participants filled out questionnaires assessing immersive tendencies, level of identification, and narrative transportation. A multiple linear regression model tested for predictors of character identification. Apart from age and gender which remained non-significant, interactivity, immersive tendencies, and transportation into narrative significantly predicted identification with the IF’s main character. The current findings support theoretical models on media interactivity and identification, yet several open issues such as the role of media content (engaging vs. mundane) and character features (e.g., similarity with user) remain to be answered.
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Xie Y, Liu Y, Zhang F, Zhou P. Virtual Reality-Integrated Immersion-Based Teaching to English Language Learning Outcome. Front Psychol 2022; 12:767363. [PMID: 35211053 PMCID: PMC8862736 DOI: 10.3389/fpsyg.2021.767363] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2021] [Accepted: 12/06/2021] [Indexed: 11/13/2022] Open
Abstract
Globalization and informatization are reshaping human life and social behaviors. The purpose is to explore the worldwide strategies to cultivate international talents with a global vision. As a global language with the largest population, English, and especially its learning effect, have always been the major concerns of scholars and educators. This work innovatively studies the combination of immersion-based English teaching with virtual reality (VR) technology. Then, based on the experimental design mode, 106 students from a Chinese school were selected for a quasi-experimental study for 16 weeks (3 h a week, and 48 h in total). The collected data were analyzed by computer statistical software, and hypotheses are verified. The results showed that there is a significantly positive correlation between VR and immersion-based language teaching (0.851, p < 0.01). There is a significantly positive correlation between immersion-based language teaching and academic achievement (0.824, p < 0.01), and VR is positively correlated with learning outcome (LO) (0.836, p < 0.01). Compared with other state-of-art research methods, this work modifies the students' oral test through the analysis and comparison with the system database, and the students' learning effect is greatly improved. Finally, some suggestions are put forward according to the research results to provide an experimental reference for English teachers and future linguistics teaching.
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Affiliation(s)
- Yu Xie
- School of Foreign Languages, Jiangnan University, Wuxi, China
| | - Yang Liu
- Institute of Education, University College London, London, United Kingdom
| | - Fengrui Zhang
- Trinity College, University of Cambridge, Cambridge, United Kingdom
| | - Ping Zhou
- School of Foreign Studies, Hunan University of Humanities, Science and Technology, Loudi, China
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Zarglayoun H, Laurendeau-Martin J, Tato A, Vera-Estay E, Blondin A, Lamy-Brunelle A, Chaieb S, Morasse F, Dufresne A, Nkambou R, Beauchamp MH. Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game. Front Psychol 2022; 12:767596. [PMID: 35126234 PMCID: PMC8815380 DOI: 10.3389/fpsyg.2021.767596] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/31/2021] [Accepted: 12/29/2021] [Indexed: 12/18/2022] Open
Abstract
Background Social cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore whether their performance is associated with empathy or sense of presence, factors known to influence social cognition. Methods Participants (12–17 years, M = 14.39; SD = 1.35) first completed a pre-test measure of socio-moral reasoning based on three dilemmas from a previously validated computer task. Then, they either played an evaluative version (n = 24) or an adaptive (n = 33) version of a video game presenting nine social situations in which they made socio-moral decisions and provided justifications. In the evaluative version, participants’ audio justifications were recorded verbatim and coded manually to obtain a socio-moral reasoning maturity score. In the adaptive version (AV), tailored feedback and social reinforcements were provided based on participant responses. An automatic coding algorithm developed using artificial intelligence was used to determine socio-moral maturity level in real-time and to provide a basis for the feedback and reinforcements in the game. All participants then completed a three-dilemma post-test assessment. Results Those who played the adaptive version showed improved SMR across the pre-test, in-game and post-test moral maturity scores, F(1.97,63.00) = 9.81, pHF < 0.001, ϵ2 = 0.21, but those who played the Evaluative version did not. Socio-moral reasoning scores from both versions combined did not correlate with empathy or sense of presence during the game, though results neared significance. The study findings support preliminary validation of the game as a promising method for assessing and remediating social skills during adolescence.
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Affiliation(s)
- Hamza Zarglayoun
- Department of Psychology, University of Montreal, Montreal, QC, Canada.,Sainte-Justine Hospital Research Center, Montreal, QC, Canada
| | | | - Ange Tato
- Department of Computer Science, Université du Québec à Montréal, Montreal, QC, Canada
| | - Evelyn Vera-Estay
- School of Psychology, Pontificia Universidad Católica de Chile, Santiago, Chile
| | - Aurélie Blondin
- Department of Psychology, University of Montreal, Montreal, QC, Canada.,Sainte-Justine Hospital Research Center, Montreal, QC, Canada
| | | | - Sameh Chaieb
- Department of Communication, University of Montreal, Montreal, QC, Canada
| | - Frédérick Morasse
- Department of Psychology, University of Montreal, Montreal, QC, Canada
| | - Aude Dufresne
- Department of Communication, University of Montreal, Montreal, QC, Canada
| | - Roger Nkambou
- Department of Computer Science, Université du Québec à Montréal, Montreal, QC, Canada
| | - Miriam H Beauchamp
- Department of Psychology, University of Montreal, Montreal, QC, Canada.,Sainte-Justine Hospital Research Center, Montreal, QC, Canada
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Yang S, Zhang W. Presence and Flow in the Context of Virtual Reality Storytelling: What Influences Enjoyment in Virtual Environments? CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2022; 25:101-109. [PMID: 34962138 DOI: 10.1089/cyber.2021.0037] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
Virtual reality (VR) has widely been implemented in a variety of industries, with immersive storytelling now gaining popularity in the field of journalism. In this regard, there are many important questions about which direction modern journalism should take as a whole. To test the feasibility of immersive storytelling, this study developed a cognitive experience model containing paths for presence, flow, credibility, empathy, understanding, and enjoyment. A total of 131 participants were divided into three groups and exposed to either VR, 360-degree videos, or two-dimensional (2D) videos, then asked to rate their experiences. With the exception of understanding, results showed that the VR and 360-degree videos were more highly evaluated in each path when compared with 2D videos. In this case, technical attributes did not greatly affect the study variables. However, presence played a vital role in news promotion, while flow was positively affected by presence; flow also affected other variables when combined with presence. Finally, a structural equation model was tested and the weights of the different influences on the enjoyment impact were presented. In sum, this study found that immersive storytelling improved both presence, flow, and credibility, which jointly and positively affected enjoyment. Understanding negatively affected enjoyment. Empathy had little effect on enjoyment in the model.
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Affiliation(s)
- Shuran Yang
- Digital Humanities Lab, Faculty of Humanities and Social Science, University of Basel, Basel, Switzerland
| | - Wenxiang Zhang
- Department of Information Engineering, Tibet University for Nationalities, Xianyang, China
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Heutte J, Fenouillet F, Martin-Krumm C, Gute G, Raes A, Gute D, Bachelet R, Csikszentmihalyi M. Optimal Experience in Adult Learning: Conception and Validation of the Flow in Education Scale (EduFlow-2). Front Psychol 2021; 12:828027. [PMID: 35069401 PMCID: PMC8773090 DOI: 10.3389/fpsyg.2021.828027] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2021] [Accepted: 12/17/2021] [Indexed: 12/27/2022] Open
Abstract
While the formulation of Mihaly Csikszentmihalyi's theory of flow, including the experience dimensions, has remained stable since its introduction in 1975, its dedicated measurement tools, research methodologies, and fields of application, have evolved considerably. Among these, education stands out as one of the most active. In recent years, researchers have examined flow in the context of other theoretical constructs such as motivation. The resulting work in the field of education has led to the development of a new model for understanding flow experience in education, specifically dedicated to adult learning. As a result of both a meticulous analysis of existing models and consideration of more recent developments, a new flow scale has thus been developed. The aim of this study is therefore twofold: to validate the new flow measurement scale dedicated to the educational environment, EduFlow-2, and to test a new theoretical model. Students taking a course (N = 6,596), some on-site and others in a MOOC, participated. Several scales were administered online at the end of the participants' course during the 2017 academic year. The factor structure of EduFlow-2 was tested using Exploratory Structural Equation Modeling. Several models were tested. The model with a second-order factor best fit the data. We tested the invariance of the flow scale measure for gender and for the type of training (MOOC/on-site). We were able to show that the flow scale is invariant of the modalities of these two variables. Results revealed good psychometric qualities for the scale, making it suitable for both on-site and distance learning. The analysis also revealed significant relationships with the classic variables of motivation, self-efficacy, learning climate, and life satisfaction. Furthermore, all four dimensions of the model were found to be adequate and consistent with the underlying theoretical arguments. In the end, this new, short flow scale and the theoretical model were demonstrated to be promising for future studies in the field of education.
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Affiliation(s)
- Jean Heutte
- ULR 4354 - CIREL - Centre Interuniversitaire de Recherche en Education de Lille, Univ. Lille, Lille, France,*Correspondence: Jean Heutte
| | - Fabien Fenouillet
- Laboratoire Interdisciplinaire en Neurosciences, Physiologie et Psychologie, Université Paris Nanterre, Nanterre, France
| | - Charles Martin-Krumm
- Laboratoire VCR, Equipe d'accueil Religion, Culture et Société, École de Psychologues Praticiens de L'Institut Catholique de Paris, Paris, France,APEMAC UR 4360 Université de Lorraine, Metz, France,Institut de Recherche Biomédicale des Armées (IRBA), Brétigny, France
| | - Gary Gute
- UNI-FlowLab, University of Northern Iowa, Cedar Falls, IA, United States
| | - Annelies Raes
- ULR 4354 - CIREL - Centre Interuniversitaire de Recherche en Education de Lille, Univ. Lille, Lille, France,KU Leuven, Itec Research Group at Campus Kulak Kortrijk, Leuven, Belgium
| | - Deanne Gute
- UNI-FlowLab, University of Northern Iowa, Cedar Falls, IA, United States
| | | | - Mihaly Csikszentmihalyi
- Quality of Life Research Center, Claremont Graduate University, Claremont, CA, United States
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Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106963] [Citation(s) in RCA: 45] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
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15
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Xu XY, Tayyab SMU. How the intensity of the immersive experience impels the extent of Social Streaming App dependency? An empirical assessment with mediation and moderation effects. TELEMATICS AND INFORMATICS 2021. [DOI: 10.1016/j.tele.2021.101661] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/27/2022]
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16
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Eabrasu M. What if? Fine-tuning the expectations of business simulation technology through the lens of philosophical counterfactual analysis. ORGANIZATION 2021. [DOI: 10.1177/13505084211015378] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Great technological leaps in computational capacity and machine autonomy have increased the business community’s expectations of simulators. In joining the conversation on simulators’ ability to reproduce the reality of actual, possible, past, and future worlds, this paper draws on the literature in analytical philosophy on counterfactuals. It identifies three functions of simulations (training, advising, and forecasting) and further inquires into their ontological and epistemological assumptions to show how they limit the quest for reality of higher-performance simulators in each of these three areas. This argument is not only meant to contribute to adjusting scholars’ and practitioners’ expectations and uses of simulations; it also calls for a more in-depth and critical study of the social implications of relying on them.
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Stavropoulos V, Gomez R, Griffiths MD. In search of the optimum structural model for Internet Gaming Disorder. BMC Psychiatry 2021; 21:176. [PMID: 33794827 PMCID: PMC8015185 DOI: 10.1186/s12888-021-03148-8] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/19/2020] [Accepted: 03/04/2021] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND Internet gaming Disorder (IGD) constitutes a recently proposed clinical disorder (American Psychiatric Association, Diagnostic and statistical manual of mental disorders, 2013). The present study examined if IGD is best conceptualized as categorical (present/absent), or dimensional (severity ranging from low to high), or both (i.e., hybrid of categorical/dimensional). METHODS Ratings of the nine DSM-5 IGD symptoms, as presented in the Internet Gaming Disorder Scale 9-Short Form (Pontes & Griffiths, Comput Hum Behav 45:137-143, 2015), from 738 gamers, aged 17 to 72 years, were collected. Confirmatory factor analysis (CFA), latent class analysis (LCA), and factor mixture modelling analysis (FMMA) procedures were applied to determine the optimum IGD model. RESULTS Although the findings showed most support for a FFMA model with two classes and one factor, there was also good statistical and substantive support for the one-factor CFA model, and the LCA model with three classes. CONCLUSION It was concluded that while the optimum structure of IGD is most likely to be a hybrid model (i.e., concurrently categorical and dimensional), a uni-dimensional model and/or a three-class categorical model are also plausible.
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Affiliation(s)
| | - Rapson Gomez
- grid.1040.50000 0001 1091 4859Federation University, Ballarat, Australia
| | - Mark D. Griffiths
- grid.12361.370000 0001 0727 0669Nottingham Trent University, Nottingham, UK
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Gutierrez JP. Do game transfer phenomena lead to flow? An investigation of in-game and out-game immersion among MOBA gamers. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100079] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/27/2022] Open
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Saghafian M, Laumann K, Akhtar RS, Skogstad MR. The Evaluation of Virtual Reality Fire Extinguisher Training. Front Psychol 2020; 11:593466. [PMID: 33240182 PMCID: PMC7680855 DOI: 10.3389/fpsyg.2020.593466] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2020] [Accepted: 10/21/2020] [Indexed: 11/24/2022] Open
Abstract
The aim of this research was to explore trainees' perceptions and evaluation of Virtual Reality fire extinguisher training. Virtual Reality technology is being adopted by many industries for various purposes including safety training for safety critical industries. The future direction of Virtual Reality training requires an understanding of trainees' evaluation of it; this fact motivated this research. Data were collected from 85 participants using a questionnaire after the training. Observation notes were taken to provide a better understanding of the context. Qualitative research with a thematic analysis was used to analyze the data. The results of this analysis revealed that the most salient themes reflect on issues surrounding the realism of the Virtual Reality simulation, namely different emotional and bodily experiences during the training, while the benefits of the training (health, safety, environmental advantages, efficiency and convenience, repeatability and variety of scenarios) make it a good supplement. Nevertheless, improved realism is needed to make it more effective and enhance transfer and acceptance. This study encourages the consideration of important matters (such as realism and emotions) when using Virtual Reality for fire training. It also describes the positive perceptions of this type of training (repeatability of training, safety and environmental concerns).
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Affiliation(s)
- Mina Saghafian
- Department of Psychology, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
| | - Karin Laumann
- Department of Psychology, Faculty of Social and Educational Sciences, Norwegian University of Science and Technology, Trondheim, Norway
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Getting in the Flow Together: The Role of Social Presence, Perceived Enjoyment and Concentration on Sustainable Use Intention of Mobile Social Network Game. SUSTAINABILITY 2020. [DOI: 10.3390/su12176853] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Mobile Social Network Games (MSNGs) are defined as a product that combines games and social network services (SNSs). Compared with games played individually, MSNGs offer additional enjoyment to users through competition or cooperation. Mobile phone games, which rely on SNS platforms, can develop a strong social presence for users. This study focuses on factors affecting the sustainable use intention of MSNGs. In our study, we chose social presence as our dependent variable and proved that the social presence perceived by players in MSNGs has a positive impact on the sustainable use intention through a series of mediator variables. Second, the game product itself can easily lead to player addiction; therefore, in this study, we use the flow theory—perceived enjoyment and concentration—as our mediator variables. The results showed that perceived enjoyment and concentration are important factors driving the attitude towards MSNGs and that attitude presents a significant positive effect on sustainable use intention. This study enhances the current understanding of sustainable use intention of MSNGs and provides practical implication for MSNG development strategies and the theoretical implication.
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Supporting Disaster Resilience Spatial Thinking with Serious GeoGames: Project Lily Pad. ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION 2020. [DOI: 10.3390/ijgi9060405] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
The need for improvement of societal disaster resilience and response efforts was evident after the destruction caused by the 2017 Atlantic hurricane season. We present a novel conceptual framework for improving disaster resilience through the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience. Our framework is implemented via Project Lily Pad, a serious geogame based on our conceptual framework, serious game case studies, interviews and real-life experiences from 2017 Hurricane Harvey survivors in Dickinson, TX, and an immersive hurricane-induced flooding scenario. The game teaches a four-fold set of skills relevant to spatial thinking and disaster resilience, including reading a map, navigating an environment, coding verbal instructions, and determining best practices in a disaster situation. Results of evaluation of the four skills via Project Lily Pad through a “think aloud” study conducted by both emergency management novices and professionals revealed that the game encouraged players to think spatially, can help build awareness for disaster response scenarios, and has potential for real-life use by emergency management professionals. It can be concluded from our results that the combination of serious games, geographic information systems (GIS), spatial thinking, and disaster resilience, as implemented via Project Lily Pad and our evaluation results, demonstrated the wide range of possibilities for using serious geogames to improve disaster resilience spatial thinking and potentially save lives when disasters occur.
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Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE. SUSTAINABILITY 2020. [DOI: 10.3390/su12114351] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/02/2023]
Abstract
Agroecology represents a pertinent option to improve the sustainability of agriculture. To promote its application, agroecological concepts should be taught to students and professionals in the agricultural sector. However, most agricultural courses are not adapted to teach these concepts due to little interactivity or interdisciplinarity, and a lack of a systems approach to farm management. Serious games help to fill these gaps by simulating complex models in which players can learn by doing. We thus developed a serious computer game, called SEGAE (SErious Game for AgroEcology learning), which represents a mixed crop-livestock farm and assesses impacts of farming practices on indicators related to environmental, economic, and social sustainability. Its pedagogical interest was evaluated through two types of surveys given to university students who played the game during a one-week workshop: A knowledge survey on agroecology, and a feedback survey based on flow theory. Results showed that students increased their knowledge of agroecology significantly, particularly those who had had little knowledge of crop production. More than 86% of the students enjoyed the game, appreciating its interaction and feedback. Thus, SEGAE is an interesting tool to help students acquire knowledge of agroecology in a fun way by facilitating interdisciplinary and collaborative learning.
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Rodríguez-Ardura I, Meseguer-Artola A. Imagine, feel “there”, and flow! Immersive experiences on m-Facebook, and their affective and behavioural effects. INFORMATION TECHNOLOGY & PEOPLE 2019. [DOI: 10.1108/itp-10-2017-0358] [Citation(s) in RCA: 16] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
Abstract
Purpose
Mobile Facebook (m-Facebook) creates many business opportunities for brands and firms while increasingly drawing interest in scientific literature. However, research is scarce on the immersive experiences prompted by m-Facebook, and how these experiences facilitate users’ engagement, their positive attitude towards Facebook and their continued use of it. The paper aims to discuss these issues.
Design/methodology/approach
This paper theoretically and empirically analyses m-Facebook users’ immersive experiences, along with their affective and behavioural effects.
Findings
The results reveal the important role of imagery, presence and flow in the context of m-Facebook; the interplay between these three immersive phenomena; and the influence the user’s optimum stimulation level has on them.
Originality/value
The investigation offers a foundation for understanding users’ immersive experiences on m-Facebook, and informs practitioners who aim to enhance users’ engagement with, attitude towards, and continued use of m-Facebook content.
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Gamification and serious games: A literature meta-analysis and integrative model. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2018.11.030] [Citation(s) in RCA: 85] [Impact Index Per Article: 17.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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Lee CH, Chiang HS, Hsiao KL. What drives stickiness in location-based AR games? An examination of flow and satisfaction. TELEMATICS AND INFORMATICS 2018. [DOI: 10.1016/j.tele.2018.06.008] [Citation(s) in RCA: 22] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/28/2022]
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Malaquias RF, Malaquias FF, Hwang Y. Understanding technology acceptance features in learning through a serious game. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2018.06.008] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/14/2022]
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Huang HC, Pham TTL, Wong MK, Chiu HY, Yang YH, Teng CI. How to create flow experience in exergames? Perspective of flow theory. TELEMATICS AND INFORMATICS 2018. [DOI: 10.1016/j.tele.2018.03.001] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
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Shin D. Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.09.012] [Citation(s) in RCA: 172] [Impact Index Per Article: 28.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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