• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

一种基于视频游戏的方法,可诱导高流量和低流量状态。

A video-game-based method to induce states of high and low flow.

机构信息

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.

出版信息

Behav Res Methods. 2024 Aug;56(5):5128-5160. doi: 10.3758/s13428-023-02251-w. Epub 2023 Oct 20.

DOI:10.3758/s13428-023-02251-w
PMID:37864115
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11289307/
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.

摘要

流畅感被定义为一种完全沉浸的状态,当一个人的技能与活动的挑战相匹配时,可能会出现这种状态。它是专注于任务的一种特殊情况,因为在流畅状态下,专注于任务会感觉毫不费力。大多数关于流畅感的神经或生理相关性的实验研究都是将不同难度水平的条件进行对比。然而,比较差异太大的不同挑战水平可能会引发参与者脱离任务的状态,例如无聊或沮丧。因此,目前还不清楚先前观察到的归因于流畅感的差异是否反映了参与者在对比条件下尽力程度的差异。为了解决这个问题,我们引入了一种通过对比两个个性化难度水平的视频游戏来操纵流畅感的方法,使得参与者在两种条件下都尽力而为。在三个实验中(超过 90 名参与者),我们的高流畅感条件比低流畅感条件报告了更高的流畅感(平均效应大小 d=1.31)。心脏、呼吸和皮肤电导测量结果证实了休息期与高流畅感和低流畅感两种任务状态之间的已知差异,但未能区分后两种状态。鉴于关于流畅感生理相关性的相互矛盾的发现,我们讨论了确保保持参与者专注于任务的低流畅感基线条件的重要性,并提出了本方法朝着这一目标的方法学进展。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/53f99d3bb5a5/13428_2023_2251_Fig11_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/7e37f7aa426a/13428_2023_2251_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/3c7f299eea0e/13428_2023_2251_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/2d3fd29a4da3/13428_2023_2251_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/d806237655a4/13428_2023_2251_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/201a3368b7d4/13428_2023_2251_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/466aa9b76b81/13428_2023_2251_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/54768c82fc96/13428_2023_2251_Fig7_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/ab95363822e0/13428_2023_2251_Fig8_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/fc2e5b15f7d3/13428_2023_2251_Fig9_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/e29921057e8b/13428_2023_2251_Fig10_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/53f99d3bb5a5/13428_2023_2251_Fig11_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/7e37f7aa426a/13428_2023_2251_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/3c7f299eea0e/13428_2023_2251_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/2d3fd29a4da3/13428_2023_2251_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/d806237655a4/13428_2023_2251_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/201a3368b7d4/13428_2023_2251_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/466aa9b76b81/13428_2023_2251_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/54768c82fc96/13428_2023_2251_Fig7_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/ab95363822e0/13428_2023_2251_Fig8_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/fc2e5b15f7d3/13428_2023_2251_Fig9_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/e29921057e8b/13428_2023_2251_Fig10_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f1c5/11289307/53f99d3bb5a5/13428_2023_2251_Fig11_HTML.jpg

相似文献

1
A video-game-based method to induce states of high and low flow.一种基于视频游戏的方法,可诱导高流量和低流量状态。
Behav Res Methods. 2024 Aug;56(5):5128-5160. doi: 10.3758/s13428-023-02251-w. Epub 2023 Oct 20.
2
Physiological correlates of the flow experience during computer game playing.玩电脑游戏时心流体验的生理关联。
Int J Psychophysiol. 2015 Jul;97(1):1-7. doi: 10.1016/j.ijpsycho.2015.05.001. Epub 2015 May 6.
3
The pupil response as an indicator of user experience in a digital exercise game.瞳孔反应作为数字锻炼游戏中用户体验的指标。
Psychophysiology. 2019 Oct;56(10):e13418. doi: 10.1111/psyp.13418. Epub 2019 Jun 17.
4
Autonomic Nervous System Responses to Hearing-Related Demand and Evaluative Threat.自主神经系统对与听力相关的需求和评估性威胁的反应。
Am J Audiol. 2017 Oct 12;26(3S):373-377. doi: 10.1044/2017_AJA-16-0133.
5
BioPad: Leveraging off-the-Shelf Video Games for Stress Self-Regulation.BioPad:利用现成的视频游戏进行压力自我调节。
IEEE J Biomed Health Inform. 2018 Jan;22(1):47-55. doi: 10.1109/JBHI.2017.2671788. Epub 2017 Feb 20.
6
Neurophysiological changes in visuomotor sequence learning provide insight in general learning processes: Measures of brain activity, skin conductance, heart rate and respiration.视觉运动序列学习中的神经生理变化为一般学习过程提供了深入了解:脑活动、皮肤电导、心率和呼吸的测量。
Int J Psychophysiol. 2020 May;151:40-48. doi: 10.1016/j.ijpsycho.2020.02.015. Epub 2020 Feb 28.
7
Ostracism and physiological arousal following traumatic brain injury.创伤性脑损伤后的排斥与生理唤醒
Brain Inj. 2017;31(4):550-559. doi: 10.1080/02699052.2016.1271457. Epub 2017 Feb 21.
8
Do enhanced states exist? Boosting cognitive capacities through an action video-game.增强的状态是否存在?通过动作视频游戏提升认知能力。
Cognition. 2018 Apr;173:93-105. doi: 10.1016/j.cognition.2018.01.006.
9
Physiological indicators of pathologic video game use in adolescence.青少年病理性电子游戏使用的生理指标
J Adolesc Health. 2015 Mar;56(3):307-13. doi: 10.1016/j.jadohealth.2014.10.271. Epub 2015 Jan 10.
10
Violent video games stress people out and make them more aggressive.暴力视频游戏会给人带来压力,使人变得更具攻击性。
Aggress Behav. 2013 Jan;39(1):64-70. doi: 10.1002/ab.21454. Epub 2012 Oct 24.

引用本文的文献

1
Physiological assessment of the psychological flow state using wearable devices.使用可穿戴设备对心理心流状态进行生理评估。
Sci Rep. 2025 Apr 7;15(1):11839. doi: 10.1038/s41598-025-95647-x.
2
A framework for neurophysiological experiments on flow states.关于心流状态的神经生理学实验框架。
Commun Psychol. 2024 Jul 18;2(1):66. doi: 10.1038/s44271-024-00115-3.

本文引用的文献

1
Mapping attention during gameplay: Assessment of behavioral and ERP markers in an auditory oddball task.在游戏过程中进行注意力映射:在听觉Oddball 任务中评估行为和 ERP 标记物。
Psychophysiology. 2019 Jul;56(7):e13347. doi: 10.1111/psyp.13347. Epub 2019 Mar 19.
2
Association between changes in heart rate variability during the anticipation of a stressful situation and the stress-induced cortisol response.在应激情况下,心率变异性在预期过程中的变化与应激诱导的皮质醇反应之间的关系。
Psychoneuroendocrinology. 2018 Aug;94:63-71. doi: 10.1016/j.psyneuen.2018.05.004. Epub 2018 May 3.
3
The knowns and unknowns of boredom: a review of the literature.
无聊感的已知与未知:文献综述
Exp Brain Res. 2018 Sep;236(9):2451-2462. doi: 10.1007/s00221-017-4922-7. Epub 2017 Mar 28.
4
Neural signatures of experimentally induced flow experiences identified in a typical fMRI block design with BOLD imaging.在具有血氧水平依赖性功能磁共振成像(BOLD成像)的典型功能磁共振成像(fMRI)组块设计中识别出的实验诱导的流动体验的神经特征。
Soc Cogn Affect Neurosci. 2016 Mar;11(3):496-507. doi: 10.1093/scan/nsv133. Epub 2015 Oct 26.
5
Physiological correlates of the flow experience during computer game playing.玩电脑游戏时心流体验的生理关联。
Int J Psychophysiol. 2015 Jul;97(1):1-7. doi: 10.1016/j.ijpsycho.2015.05.001. Epub 2015 May 6.
6
Is meditation always relaxing? Investigating heart rate, heart rate variability, experienced effort and likeability during training of three types of meditation.冥想总是令人放松吗?研究三种冥想训练过程中的心率、心率变异性、主观努力程度和好感度。
Int J Psychophysiol. 2015 Jul;97(1):38-45. doi: 10.1016/j.ijpsycho.2015.04.017. Epub 2015 Apr 30.
7
Cortisol effects on flow-experience.皮质醇对心流体验的影响。
Psychopharmacology (Berl). 2015 Mar;232(6):1165-73. doi: 10.1007/s00213-014-3753-5. Epub 2014 Oct 12.
8
Kubios HRV--heart rate variability analysis software.Kubios HRV--心率变异性分析软件。
Comput Methods Programs Biomed. 2014;113(1):210-20. doi: 10.1016/j.cmpb.2013.07.024. Epub 2013 Aug 6.
9
How accurate is pulse rate variability as an estimate of heart rate variability? A review on studies comparing photoplethysmographic technology with an electrocardiogram.脉率变异性作为心率变异性估计的准确性如何?比较光电容积脉搏波技术与心电图的研究综述。
Int J Cardiol. 2013 Jun 5;166(1):15-29. doi: 10.1016/j.ijcard.2012.03.119. Epub 2012 Jul 17.
10
Neural contributions to flow experience during video game playing.神经对视频游戏体验过程中流畅体验的贡献。
Soc Cogn Affect Neurosci. 2012 Apr;7(4):485-95. doi: 10.1093/scan/nsr021. Epub 2011 May 19.