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Prajod P, Lavit Nicora M, Mondellini M, Falerni MM, Vertechy R, Malosio M, André E. Flow in human-robot collaboration-multimodal analysis and perceived challenge detection in industrial scenarios. Front Robot AI 2024; 11:1393795. [PMID: 38873120 PMCID: PMC11169730 DOI: 10.3389/frobt.2024.1393795] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/05/2024] [Accepted: 04/29/2024] [Indexed: 06/15/2024] Open
Abstract
Introduction: Flow state, the optimal experience resulting from the equilibrium between perceived challenge and skill level, has been extensively studied in various domains. However, its occurrence in industrial settings has remained relatively unexplored. Notably, the literature predominantly focuses on Flow within mentally demanding tasks, which differ significantly from industrial tasks. Consequently, our understanding of emotional and physiological responses to varying challenge levels, specifically in the context of industry-like tasks, remains limited. Methods: To bridge this gap, we investigate how facial emotion estimation (valence, arousal) and Heart Rate Variability (HRV) features vary with the perceived challenge levels during industrial assembly tasks. Our study involves an assembly scenario that simulates an industrial human-robot collaboration task with three distinct challenge levels. As part of our study, we collected video, electrocardiogram (ECG), and NASA-TLX questionnaire data from 37 participants. Results: Our results demonstrate a significant difference in mean arousal and heart rate between the low-challenge (Boredom) condition and the other conditions. We also found a noticeable trend-level difference in mean heart rate between the adaptive (Flow) and high-challenge (Anxiety) conditions. Similar differences were also observed in a few other temporal HRV features like Mean NN and Triangular index. Considering the characteristics of typical industrial assembly tasks, we aim to facilitate Flow by detecting and balancing the perceived challenge levels. Leveraging our analysis results, we developed an HRV-based machine learning model for discerning perceived challenge levels, distinguishing between low and higher-challenge conditions. Discussion: This work deepens our understanding of emotional and physiological responses to perceived challenge levels in industrial contexts and provides valuable insights for the design of adaptive work environments.
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Affiliation(s)
- Pooja Prajod
- Human-Centered Artificial Intelligence, University of Augsburg, Augsburg, Germany
| | - Matteo Lavit Nicora
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing, National Research Council of Italy, Lecco, Italy
- Industrial Engineering Department, University of Bologna, Bologna, Italy
| | - Marta Mondellini
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing, National Research Council of Italy, Lecco, Italy
- Psychology Department, Catholic University of the Sacred Heart, Milan, Italy
| | - Matteo Meregalli Falerni
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing, National Research Council of Italy, Lecco, Italy
| | - Rocco Vertechy
- Industrial Engineering Department, University of Bologna, Bologna, Italy
| | - Matteo Malosio
- Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing, National Research Council of Italy, Lecco, Italy
| | - Elisabeth André
- Human-Centered Artificial Intelligence, University of Augsburg, Augsburg, Germany
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Zhang J, Li WC, Braithwaite G, Blundell J. Practice effects of a breathing technique on pilots' cognitive and stress associated heart rate variability during flight operations. Stress 2024; 27:2361253. [PMID: 38859613 DOI: 10.1080/10253890.2024.2361253] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/15/2023] [Accepted: 05/22/2024] [Indexed: 06/12/2024] Open
Abstract
Commercial pilots endure multiple stressors in their daily and occupational lives which are detrimental to psychological well-being and cognitive functioning. The Quick coherence technique (QCT) is an effective intervention tool to improve stress resilience and psychophysiological balance based on a five-minute paced breathing exercise with heart rate variability (HRV) biofeedback. The current research reports on the application of QCT training within an international airline to improve commercial pilots' psychological health and support cognitive functions. Forty-four commercial pilots volunteered in a one-month training programme to practise self-regulated QCT in day-to-day life and flight operations. Pilots' stress index, HRV time-domain and frequency-domain parameters were collected to examine the influence of QCT practice on the stress resilience process. The results demonstrated that the QCT improved psychophysiological indicators associated with stress resilience and cognitive functions, in both day-to-day life and flight operation settings. HRV fluctuations, as measured through changes in RMSSD and LF/HF, revealed that the resilience processes were primarily controlled by the sympathetic nervous system activities that are important in promoting pilots' energy mobilization and cognitive functions, thus QCT has huge potential in facilitating flight performance and aviation safety. These findings provide scientific evidence for implementing QCT as an effective mental support programme and controlled rest strategy to improve pilots' psychological health, stress management, and operational performance.
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Affiliation(s)
- Jingyi Zhang
- Safety and Accident Investigation Centre, Cranfield University, Bedfordshire, UK
| | - Wen-Chin Li
- Safety and Accident Investigation Centre, Cranfield University, Bedfordshire, UK
| | - Graham Braithwaite
- Safety and Accident Investigation Centre, Cranfield University, Bedfordshire, UK
| | - James Blundell
- Safety and Accident Investigation Centre, Cranfield University, Bedfordshire, UK
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Joessel F, Pichon S, Bavelier D. A video-game-based method to induce states of high and low flow. Behav Res Methods 2023:10.3758/s13428-023-02251-w. [PMID: 37864115 DOI: 10.3758/s13428-023-02251-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 09/18/2023] [Indexed: 10/22/2023]
Abstract
Flow has been defined as a state of full immersion that may emerge when the skills of a person match the challenge of an activity. It is a special case of being on task, as during flow, keeping focused on the task feels effortless. Most experimental investigations of the neural or physiological correlates of flow contrast conditions with different levels of challenge. Yet comparing different levels of challenge that are too distant may trigger states where the participant is off task, such as boredom or frustration. Thus, it remains unclear whether previously observed differences ascribed to flow may rather reflect differences in how much participants were on task-trying their best-across the contrasted conditions. To remedy this, we introduce a method to manipulate flow by contrasting two video game play conditions at personalized levels of difficulty calibrated such that participants similarly tried their best in both conditions. Across three experiments (> 90 participants), higher flow was robustly reported in our high-flow than in our low-flow condition (mean effect size d = 1.31). Cardiac, respiratory, and skin conductance measures confirmed the known difference between a period of rest and the two on-task conditions of high and low flow, but failed to distinguish between these latter two. In light of the conflicting findings regarding the physiological correlates of flow, we discuss the importance of ensuring a low-flow baseline condition that maintains participants on task, and propose that the present method provides a methodological advance toward that goal.
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Affiliation(s)
- Freya Joessel
- Faculté de Psychologie et Sciences de L'Education, (FPSE), Université de Genève, Boulevard du Pont d'Arve, 40, 1205, Geneva, Switzerland
- Campus Biotech, Chemin des Mines, 9, 1202, Geneva, Switzerland
| | - Swann Pichon
- Faculté de Psychologie et Sciences de L'Education, (FPSE), Université de Genève, Boulevard du Pont d'Arve, 40, 1205, Geneva, Switzerland
- Campus Biotech, Chemin des Mines, 9, 1202, Geneva, Switzerland
- Geneva School of Health Sciences, HES-SO University of Applied Sciences and Arts Western Switzerland, Geneva, Switzerland
| | - Daphne Bavelier
- Faculté de Psychologie et Sciences de L'Education, (FPSE), Université de Genève, Boulevard du Pont d'Arve, 40, 1205, Geneva, Switzerland.
- Campus Biotech, Chemin des Mines, 9, 1202, Geneva, Switzerland.
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4
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Bartholomeyczik K, Knierim MT, Weinhardt C. Fostering flow experiences at work: a framework and research agenda for developing flow interventions. Front Psychol 2023; 14:1143654. [PMID: 37484110 PMCID: PMC10360049 DOI: 10.3389/fpsyg.2023.1143654] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2023] [Accepted: 06/21/2023] [Indexed: 07/25/2023] Open
Abstract
Flow, the holistic experience of intrinsic motivation and effortless attention, is positively associated with job performance, work engagement, and well-being. As many individuals struggle to enter and maintain flow states, interventions that foster flow at work represent valuable catalysts for organizational and individual improvement. Since the literature on work-related flow interventions is still sparse, this article aims to provide a foundation for the systematic development of these interventions. Through a narrative review of the empirical and theoretical field, we develop a comprehensive framework with three dimensions, (1) the intervention aim (entering, boosting, or maintaining flow), (2) the target (context, individual, or group), and (3) the executor (top-down or bottom-up), for systematically classifying flow interventions at work. We complement the framework with guiding questions and concrete starting points for designing novel interventions. In addition, we explain how to build on these dimensions when operationalizing flow as the outcome variable in evaluating intervention effectiveness. By acknowledging individual and situational variability in flow states and the contingent limitations of flow interventions, we offer a broad perspective on the potential for fostering flow at work by using adaptive interventions.
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Two-dimensional and three-dimensional multiple object tracking learning performance in adolescent female soccer players: The role of flow experience reflected by heart rate variability. Physiol Behav 2023; 258:114009. [PMID: 36326537 DOI: 10.1016/j.physbeh.2022.114009] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/05/2022] [Revised: 10/21/2022] [Accepted: 10/26/2022] [Indexed: 11/06/2022]
Abstract
Three-dimensional multiple object tracking (3D-MOT) has been used in various fields to mimic real-life tracking, especially in perceptual-cognitive skills training for soccer. Yet, the learning efficiency in 3D-MOT tasks has not been compared with 2D-MOT. Further, whether the advantage can be reflected by heart rate variability (HRV) based on the neurovisceral integration model should also be examined. Therefore, we used both 2D- and 3D-MOT in a brief adaptive task procedure for adolescent female soccer players with HRV measurement. A faster tracking speed threshold of participants was found in the 3D- compared to 2D-MOT, as well as average tracking speed in the last training period of 3D-MOT. Moreover, lower low frequency (LF) components of HRV in the 3D-MOT indicated a flow experience, demonstrating the provision of more attentional resources. Therefore, we observed that adolescent female soccer players demonstrated higher learning efficiency in 3D-MOT tasks in virtual reality (VR) through a higher flow experience. This study examined the learning efficiency between the two MOT tasks in the soccer domain using evidence from HRV and highlighted the utility and applicability of 3D-MOT application.
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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: 0] [Impact Index Per Article: 0] [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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Ju U. Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay. Front Hum Neurosci 2022; 16:1013991. [PMID: 36393987 PMCID: PMC9651959 DOI: 10.3389/fnhum.2022.1013991] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/08/2022] [Accepted: 10/12/2022] [Indexed: 11/03/2023] Open
Abstract
Studying how gaming experiences are encoded is important to understand the effects of gaming on the brain. Although studies have investigated neural correlates of gaming experiences, the brain patterns related to the full range of subjective experiences across different types of games are yet to be identified. The present study used three custom-made, immersive driving games with different input dynamics (controlling a car, a boat, or a spaceship) and different mechanics to assess subjective gaming experiences in a magnetic resonance imaging scanner. A correlational analysis identified several brain networks associated with different subjective gaming experiences, including visual and attentional processing networks. The contributions of these networks were further validated using meta-analysis-based functional term decoding. The results of the present study point to a range of perceptual, motivational, and control networks that are engaged during active gameplay.
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Affiliation(s)
- Uijong Ju
- HXR Lab, Department of Information Display, Kyung Hee University, Seoul, South Korea
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Alameda C, Sanabria D, Ciria LF. The brain in flow: A systematic review on the neural basis of the flow state. Cortex 2022; 154:348-364. [DOI: 10.1016/j.cortex.2022.06.005] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/26/2021] [Revised: 04/20/2022] [Accepted: 06/13/2022] [Indexed: 11/03/2022]
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Implicit Bias Scenario Design: What Can We Learn from Cognitive Science? Clin Simul Nurs 2022. [DOI: 10.1016/j.ecns.2022.08.003] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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Khoshnoud S, Alvarez Igarzábal F, Wittmann M. Brain–Heart Interaction and the Experience of Flow While Playing a Video Game. Front Hum Neurosci 2022; 16:819834. [PMID: 35572002 PMCID: PMC9096496 DOI: 10.3389/fnhum.2022.819834] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/22/2021] [Accepted: 04/06/2022] [Indexed: 11/13/2022] Open
Abstract
The flow state – an experience of complete absorption in an activity – is linked with less self-referential processing and increased arousal. We used the heart-evoked potential (HEP), an index representing brain–heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were absorbed in the game, the less they thought about time and the faster time passed subjectively. On the cortical level, the fronto-central HEP amplitude was significantly lower while playing the game compared to resting states before and after the game, reflecting less self-referential processing while playing. This HEP effect corresponded with lower activity during gameplay in brain regions contributing to interoceptive processing. The HEP amplitude predicted the level of absorption in the game. While the HEP amplitude was overall lower during the gaming session than during the resting states, within the gaming session the amplitude of HEP was positively associated with absorption. Since higher absorption was related to higher performance in the game, the higher HEP in more absorbed individuals reflects more efficient brain–heart interaction, which is necessary for efficient game play. On the physiological level, a higher level of flow was associated with increased overall sympathetic activity and less inhibited parasympathetic activity toward the end of the game. These results are building blocks for future neurophysiological assessments of flow.
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Affiliation(s)
- Shiva Khoshnoud
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
- Department of Neurosurgery and Neurotechnology, Institute for Neuromodulation and Neurotechnology, University of Tübingen, Tübingen, Germany
- *Correspondence: Shiva Khoshnoud,
| | | | - Marc Wittmann
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
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Fairclough SH, Dobbins C, Stamp K. Classification of Game Demand and the Presence of Experimental Pain Using Functional Near-Infrared Spectroscopy. FRONTIERS IN NEUROERGONOMICS 2021; 2:695309. [PMID: 38235227 PMCID: PMC10790923 DOI: 10.3389/fnrgo.2021.695309] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 12/02/2021] [Indexed: 01/19/2024]
Abstract
Pain tolerance can be increased by the introduction of an active distraction, such as a computer game. This effect has been found to be moderated by game demand, i.e., increased game demand = higher pain tolerance. A study was performed to classify the level of game demand and the presence of pain using implicit measures from functional Near-InfraRed Spectroscopy (fNIRS) and heart rate features from an electrocardiogram (ECG). Twenty participants played a racing game that was configured to induce low (Easy) or high (Hard) levels of demand. Both Easy and Hard levels of game demand were played with or without the presence of experimental pain using the cold pressor test protocol. Eight channels of fNIRS data were recorded from a montage of frontal and central-parietal sites located on the midline. Features were generated from these data, a subset of which were selected for classification using the RELIEFF method. Classifiers for game demand (Easy vs. Hard) and pain (pain vs. no-pain) were developed using five methods: Support Vector Machine (SVM), k-Nearest Neighbour (kNN), Naive Bayes (NB) and Random Forest (RF). These models were validated using a ten fold cross-validation procedure. The SVM approach using features derived from fNIRS was the only method that classified game demand at higher than chance levels (accuracy = 0.66, F1 = 0.68). It was not possible to classify pain vs. no-pain at higher than chance level. The results demonstrate the viability of utilising fNIRS data to classify levels of game demand and the difficulty of classifying pain when another task is present.
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Affiliation(s)
| | - Chelsea Dobbins
- School of Information Technology and Electrical Engineering, The University of Queensland, Brisbane, QLD, Australia
| | - Kellyann Stamp
- School of Computer Science and Mathematics, Liverpool John Moores University, Liverpool, United Kingdom
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Liu W, van der Linden D, Bakker AB. Strengths use and work-related flow: an experience sampling study on implications for risk taking and attentional behaviors. JOURNAL OF MANAGERIAL PSYCHOLOGY 2021. [DOI: 10.1108/jmp-07-2020-0403] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeUsing positive psychology theories, the authors build a model to test whether episodic fluctuations in strengths use coincide with changes in flow experiences and further predict risk-taking behavior and attentional performance.Design/methodology/approachA field study covering five working days was conducted among 164 Chinese employees; twice a day, they were asked to complete questionnaires regarding their strengths use and flow experiences during the previous hour (N = 938 observations). Immediately afterward, their risk-taking behaviors and attentional performance were tested using computerized tasks.FindingsMultilevel analyses showed that when employees used their strengths more often in the previous hour, they also reported an increase in flow. Episodic fluctuations in flow were positively associated with risk taking and negatively related to attentional performance.Practical implicationsEmployees should be encouraged to use their strengths more at work, as this might increase their flow experiences. At the same time, they should pay attention to the downsides of flow (i.e. less attention after flow) at an episodic level.Originality/valueThe authors add to previous studies by using a more objective approach, namely employing computerized tasks on risk-taking behavior and attention to capture the behavioral outcomes of work-related flow.
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Ottiger B, Van Wegen E, Keller K, Nef T, Nyffeler T, Kwakkel G, Vanbellingen T. Getting into a "Flow" state: a systematic review of flow experience in neurological diseases. J Neuroeng Rehabil 2021; 18:65. [PMID: 33879182 PMCID: PMC8059246 DOI: 10.1186/s12984-021-00864-w] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/27/2020] [Accepted: 04/14/2021] [Indexed: 11/17/2022] Open
Abstract
BACKGROUND Flow is a subjective psychological state that people report when they are fully involved in an activity to the point of forgetting time and their surrounding except the activity itself. Being in flow during physical/cognitive rehabilitation may have a considerable impact on functional outcome, especially when patients with neurological diseases engage in exercises using robotics, virtual/augmented reality, or serious games on tablets/computer. When developing new therapy games, measuring flow experience can indicate whether the game motivates one to train. The purpose of this study was to identify and systematically review current literature on flow experience assessed in patients with stroke, traumatic brain injury, multiple sclerosis and Parkinson's disease. Additionally, we critically appraised, compared and summarized the measurement properties of self-reported flow questionnaires used in neurorehabilitation setting. DESIGN A systematic review using PRISMA and COSMIN guidelines. METHODS MEDLINE Ovid, EMBASE Ovid, CINAHL EBSCO, SCOPUS were searched. Inclusion criteria were (1) peer-reviewed studies that (2) focused on the investigation of flow experience in (3) patients with neurological diseases (i.e., stroke, traumatic brain injury, multiple sclerosis and/or Parkinson's disease). A qualitative data synthesis was performed to present the measurement properties of the used flow questionnaires. RESULTS Ten studies out of 911 records met the inclusion criteria. Seven studies measured flow in the context of serious games in patients with stroke, traumatic brain injury, multiple sclerosis and Parkinson's disease. Three studies assessed flow in other activities than gaming (song-writing intervention and activities of daily living). Six different flow questionnaires were used, all of which were originally validated in healthy people. None of the studies presented psychometric data in their respective research population. CONCLUSION The present review indicates that flow experience is increasingly measured in the physical/cognitive rehabilitation setting in patients with neurological diseases. However, psychometric properties of used flow questionnaires are lacking. For exergame developers working in the field of physical/cognitive rehabilitation in patients with neurological diseases, a valid flow questionnaire can help to further optimize the content of the games so that optimal engagement can occur during the gameplay. Whether flow experiences can ultimately have positive effects on physical/cognitive parameters needs further study.
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Affiliation(s)
- Beatrice Ottiger
- Neurocenter, Luzerner Kantonsspital, Spitalstrasse 31, 6000, Luzern 16, Switzerland
| | - Erwin Van Wegen
- Department of Rehabilitation Medicine, Amsterdam Movement Sciences, Amsterdam UMC, VU University Medical Center, Amsterdam, The Netherlands
- Amsterdam Neuroscience, Vrije Universiteit, Amsterdam, The Netherlands
| | - Katja Keller
- Neurocenter, Luzerner Kantonsspital, Spitalstrasse 31, 6000, Luzern 16, Switzerland
| | - Tobias Nef
- ARTORG Center for Biomedical Engineering Research, Gerontechnology and Rehabilitation Group, University Bern, 3008, Bern, Switzerland
| | - Thomas Nyffeler
- Neurocenter, Luzerner Kantonsspital, Spitalstrasse 31, 6000, Luzern 16, Switzerland
- ARTORG Center for Biomedical Engineering Research, Gerontechnology and Rehabilitation Group, University Bern, 3008, Bern, Switzerland
| | - Gert Kwakkel
- Department of Rehabilitation Medicine, Amsterdam Movement Sciences, Amsterdam UMC, VU University Medical Center, Amsterdam, The Netherlands
- Amsterdam Neuroscience, Vrije Universiteit, Amsterdam, The Netherlands
- Department of Physical Therapy and Human Movement Sciences, Northwestern University, Evanston, IL, USA
| | - Tim Vanbellingen
- Neurocenter, Luzerner Kantonsspital, Spitalstrasse 31, 6000, Luzern 16, Switzerland.
- ARTORG Center for Biomedical Engineering Research, Gerontechnology and Rehabilitation Group, University Bern, 3008, Bern, Switzerland.
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Gold J, Ciorciari J. A neurocognitive model of flow states and the role of cerebellar internal models. Behav Brain Res 2021; 407:113244. [PMID: 33744335 DOI: 10.1016/j.bbr.2021.113244] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/25/2020] [Revised: 02/24/2021] [Accepted: 03/10/2021] [Indexed: 01/02/2023]
Abstract
This paper conceptualizes a comprehensive body of neurocognitive knowledge of flow states based on two primary competing neurocognitive theories underpinning flow's purported functioning, the transient hypofrontality hypothesis and the network synchronization model. With these models in mind, a new neurocognitive model of flow is synthesized based on the similarities of these pre-existing theories and utilizing the internal models of the cerebellum to elucidate the differences and crossover in the current flow research. Ultimately, this paper works to provide a platform for researchers to use as a future reference and for hypothesis generation.
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Affiliation(s)
- Joshua Gold
- Centre for Mental Health, Swinburne Neuroimaging (SNI), Swinburne University of Technology, Hawthorn, VIC, Australia.
| | - Joseph Ciorciari
- Department of Psychological Sciences, Swinburne University of Technology, Hawthorn, VIC, Australia
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Khoshnoud S, Alvarez Igarzábal F, Wittmann M. Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review. PeerJ 2020; 8:e10520. [PMID: 33384898 PMCID: PMC7751419 DOI: 10.7717/peerj.10520] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2020] [Accepted: 11/17/2020] [Indexed: 12/30/2022] Open
Abstract
The flow state is defined by intense involvement in an activity with high degrees of concentration and focused attention accompanied by a sense of pleasure. Video games are effective tools for inducing flow, and keeping players in this state is considered to be one of the central goals of game design. Many studies have focused on the underlying physiological and neural mechanisms of flow. Results are inconsistent when describing a unified mechanism underlying this mental state. This paper provides a comprehensive review of the physiological and neural correlates of flow and explains the relationship between the reported physiological and neural markers of the flow experience. Despite the heterogeneous results, it seems possible to establish associations between reported markers and the cognitive and experiential aspects of flow, particularly regarding arousal, attention control, reward processing, automaticity, and self-referential processing.
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Affiliation(s)
- Shiva Khoshnoud
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
| | | | - Marc Wittmann
- Institute for Frontier Areas of Psychology and Mental Health, Freiburg, Germany
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Marty-Dugas J, Howes L, Smilek D. Sustained attention and the experience of flow. PSYCHOLOGICAL RESEARCH 2020; 85:2682-2696. [PMID: 33225384 DOI: 10.1007/s00426-020-01433-x] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/10/2020] [Accepted: 10/01/2020] [Indexed: 10/22/2022]
Abstract
The state of flow-often referred to as being "in the zone"-is characterized by the experience of deep, effortless concentration on the activity one is engaged in. While much of the flow literature seems to imply a tight link between flow and attention processes, relatively little work has assessed this question empirically. In the present study, we explored how the experience of flow relates to behavioural performance on the Sustained Attention to Response Task (SART). Flow was indexed at the state level using thought-probes and at the trait level via questionnaires. The main finding was that those who experienced more state-level flow during the SART made fewer commission errors during the task, indicating that flow is linked to better sustained attention. Interestingly, the correlation between flow and sustained attention performance was found to increase in the second half of the task. While trait flow was not related to SART performance, it was found to be predictive of state flow during the task, such that those who tended to experience higher levels of flow in their everyday lives also experienced more flow during the experiment.
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Affiliation(s)
- Jeremy Marty-Dugas
- University of Waterloo, 200 University Avenue West, Waterloo, ON, Canada.
| | - Laura Howes
- University of Waterloo, 200 University Avenue West, Waterloo, ON, Canada
| | - Daniel Smilek
- University of Waterloo, 200 University Avenue West, Waterloo, ON, Canada
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Kober SE, Wood G, Kiili K, Moeller K, Ninaus M. Game-based learning environments affect frontal brain activity. PLoS One 2020; 15:e0242573. [PMID: 33211780 PMCID: PMC7676717 DOI: 10.1371/journal.pone.0242573] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/28/2020] [Accepted: 11/04/2020] [Indexed: 01/08/2023] Open
Abstract
Inclusion of game elements in learning environments to increase motivation and learning outcome is becoming increasingly popular. However, underlying mechanisms of game-based learning have not been studied sufficiently yet. In the present study, we investigated effects of game-based learning environments on a neurofunctional level. In particular, 59 healthy adults completed a game-based version (including game elements such as a narrative and virtual incentives) as well as a non-game-based version of a number line estimation task, to improve fractional knowledge, while their brain activity was monitored using near-infrared spectroscopy. Behavioral performance was comparable across the two versions, although there was a tendency that less errors were made in the game-based version. However, subjective user experience differed significantly between versions. Participants rated the game-based version as more attractive, novel, and stimulating but less efficient than the non-game-based version. Additionally, positive affect was reported to be higher while engaging in the game-based as compared to the non-game-based task version. Corroborating these user reports, we identified increased brain activation in areas associated with emotion and reward processing while playing the game-based version, which might be driven by rewarding elements of the game-based version. Moreover, frontal areas associated with attention were also more activated in the game-based version of the task. Hence, we observed converging evidence on a user experience and neurofunctional level indicating that the game-based version was more rewarding as well as emotionally and attentionally engaging. These results underscore the potential of game-based learning environments to promote more efficient learning by means of attention and reward up-tuning.
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Affiliation(s)
- Silvia Erika Kober
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
- * E-mail:
| | - Guilherme Wood
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Korbinian Moeller
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
- LEAD Graduate School & Research Network, Eberhard-Karls University Tübingen, Tübingen, Germany
| | - Manuel Ninaus
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
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Jaque SV, Thomson P, Zaragoza J, Werner F, Podeszwa J, Jacobs K. Creative Flow and Physiologic States in Dancers During Performance. Front Psychol 2020; 11:1000. [PMID: 32528376 PMCID: PMC7266962 DOI: 10.3389/fpsyg.2020.01000] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2020] [Accepted: 04/22/2020] [Indexed: 11/18/2022] Open
Abstract
Pre-professional and professional dancers (n = 60) participated in this ambulatory psychophysiology study that investigated performance flow and heart rate and autonomic nervous system (ANS) function during three time periods: baseline rest, performance, and post-performance rest. To gather these results, the psychophysiology laboratory traveled to the concert hall to collect data on dancers. The self-report Flow State Scale (FSS) measured global flow, challenge–skill balance, sense of control, and autotelic experiences; it addresses important features of the creative experience of performing artists. These data were collected immediately following the performance. The flow measures were compared with physiologic responses to performance [heart rate, pre-ejection period (PEP), root mean square differences of successive R-R (heartbeat) intervals (RMSSD), cardiac autonomic balance, and cardiac autonomic regulation]. The regression analyses indicated that greater sympathetic nervous system (SNS) activation with performance (PEP change from base to performance) explained 8.8% of the variance in sense of control, whereas less cardiac autonomic regulation explained 13.8% of the variance in autotelic experiences. The sample was then divided into high and low flow groupings and four autonomic groups. During performance, the high autotelic group and high sense of control group had a higher distribution of dancers with co-inhibition of both ANS branches than had the low autotelic and sense of control groups who employed more co-activation of both ANS branches (chi-square analyses). These novel findings add to the growing information about the interaction of both branches of the ANS during creative performance flow states.
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Affiliation(s)
- S. Victoria Jaque
- Department of Kinesiology, California State University, Northridge, Los Angeles, CA, United States
| | - Paula Thomson
- Department of Kinesiology, California State University, Northridge, Los Angeles, CA, United States
- Department of Theater, York University, Toronto, ON, Canada
- *Correspondence: Paula Thomson,
| | - Jessica Zaragoza
- Department of Kinesiology, California State University, Northridge, Los Angeles, CA, United States
| | - Frances Werner
- Department of Kinesiology, California State University, Northridge, Los Angeles, CA, United States
| | - Jeff Podeszwa
- Department of Intercollegiate Athletics, The University of Akron, Akron, OH, United States
| | - Kristin Jacobs
- Cardiac Rehabilitation and Wellness, UC San Diego Health, San Diego, CA, United States
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Abuhamdeh S. Investigating the "Flow" Experience: Key Conceptual and Operational Issues. Front Psychol 2020; 11:158. [PMID: 32116954 PMCID: PMC7033418 DOI: 10.3389/fpsyg.2020.00158] [Citation(s) in RCA: 25] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2019] [Accepted: 01/21/2020] [Indexed: 11/16/2022] Open
Abstract
The “flow” experience (Csikszentmihalyi, 1975) has been the focus of a large body of empirical work spanning more than four decades. Nevertheless, advancement in understanding – beyond what Csikszentmihalyi uncovered during his initial breakthrough in 1975 – has been modest. In this conceptual analysis, it is argued that progress within the field has been impeded by a lack of consistency in how flow is operationalized, and that this inconsistency in part reflects an underlying confusion regarding what flow is. Flow operationalizations from papers published within the past 5 years are reviewed. Across the 42 reviewed studies, flow was operationalized in 24 distinct ways. Three specific points of inconsistency are then highlighted: (1) inconsistences in operationalizing flow as a continuous versus discrete construct, (2) inconsistencies in operationalizing flow as inherently enjoyable (i.e., “autotelic”) or not, and (3) inconsistencies in operationalizing flow as dependent on versus distinct from the task characteristics proposed to elicit it (i.e., the conditions/antecedents). After tracing the origins of these discrepancies, the author argues that, in the interest of conceptual intelligibility, flow should be conceptualized and operationalized exclusively as a discrete, highly enjoyable, “optimal” state of consciousness, and that this state should be clearly distinguished from the conditions proposed to elicit it. He suggests that more mundane instances of goal-directed engagement are better conceived and operationalized as variations in task involvement rather than variations in flow. Additional ways to achieve greater conceptual and operational consistency within the field are suggested.
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Affiliation(s)
- Sami Abuhamdeh
- Department of Psychology, Istanbul Şehir University, Istanbul, Turkey
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Receptive versus interactive video screens: A role for the brain's default mode network in learning from media. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.05.008] [Citation(s) in RCA: 41] [Impact Index Per Article: 8.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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