Cowley Benjamin Ultan, Palomäki Jussi, Tammi Tuisku, Frantsi Roosa, Inkilä Ville-Pekka, Lehtonen Noora, Pölönen Pasi, Vepsäläinen Juha, Lappi Otto
Cognitive Science, Department of Digital Humanities, Faculty of Arts, University of Helsinki, Helsinki, Finland.
Helsinki Centre for Digital Humanities, Helsinki, Finland.
Front Psychol. 2019 May 15;10:1126. doi: 10.3389/fpsyg.2019.01126. eCollection 2019.
Flow is a state of "optimal experience" that arises when skill and task demands match. Flow has been well studied in psychology using a range of self-report and experimental methods; with most research typically focusing on how Flow is elicited by a particular task. Here, we focus on how the experience of Flow changes during task skill development. We present a longitudinal experimental study of learning, wherein participants ( = 9) play a novel steering-game task designed to elicit Flow by matching skill and demand, and providing clear goals and feedback. Experimental design involves extensive in-depth measurement of behavior, physiology, and Flow self-reports over 2 weeks of 40 game trials in eight sessions. Here we report behavioral results, which are both strikingly similar and strong within each participant. We find that the game induces a near-constant state of elevated Flow. We further find that the variation in Flow across all trials is less affected by overall performance improvement than by deviation of performance from the expected value predicted by a power law model of learning.
心流是一种“最佳体验”状态,当技能与任务要求相匹配时就会出现。在心理学领域,人们已经通过一系列自我报告和实验方法对心流进行了深入研究;大多数研究通常关注特定任务如何引发心流。在此,我们关注在心流体验在任务技能发展过程中是如何变化的。我们呈现了一项关于学习的纵向实验研究,其中参与者(n = 9)参与一项新颖的转向游戏任务,该任务旨在通过匹配技能和需求、提供明确目标及反馈来引发心流。实验设计包括在八次会话中的40次游戏试验的两周时间内,对行为、生理和心流自我报告进行广泛深入的测量。在此我们报告行为结果,这些结果在每个参与者内部都惊人地相似且有力。我们发现该游戏诱发了一种近乎恒定的高心流状态。我们进一步发现,与学习的幂律模型预测的预期值相比,所有试验中心流的变化受总体表现提升的影响较小,而受表现偏离预期值的影响更大。