Michailidis Lazaros, Balaguer-Ballester Emili, He Xun
Bournemouth University, Centre for Digital Entertainment, Department of Media and Communication, Bournemouth, United Kingdom.
Sony Interactive Entertainment, London, United Kingdom.
Front Psychol. 2018 Sep 5;9:1682. doi: 10.3389/fpsyg.2018.01682. eCollection 2018.
One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We conclude that immersion and flow do not substantially differ in current studies and that more evidence is needed to justify their separation.
电子游戏最令人愉悦的方面之一在于它们能够带来沉浸式体验。然而,对于什么是沉浸式体验,目前似乎只有一个初步的概念。在这篇简短的综述中,我们特别关注“心流”和“沉浸感”这两个术语,因为它们是电子游戏文献中使用最广泛、应用最普遍的定义,但其差异仍存在争议。我们分别对这两个概念进行批判性审视,并对它们的差异进行比较。我们的结论是,在当前研究中,沉浸感和心流并没有实质性的区别,需要更多证据来证明将它们区分开来是合理的。