ArteActa 2018, 2:55-72
Flow is the experience of total concentration on a presently unfolding activity, which has been previously researched in the context of many other various activities, including computer games. The presence of flow when playing computer games has been demonstrated to bring about higher levels of relaxation, higher levels of satisfaction for the player with the game, as well as to longer gaming time. A number of personal factors affecting flow have been indentified, but a study of the technological factors such as sound or virtual reality has been hard to find. In out article, we confirm the influence of specific games (Rez Infinite versus Resident Evil), platforms (conventional or virtual reality), and sound (with the standard sound or silent) on the intensity of flow as measured by a self-administered questionnaire. Additionally, we followed how these factors brought about distortion in time perception, which is one of the main symptoms of flow. Both sound and the platform brought about a marked and demonstrable influence on the intensity of flow: virtual reality led to an increased average flow (3.25) by 0.73 points (p
Published: December 15, 2018 Show citation
ACS | AIP | APA | ASA | Harvard | Chicago | Chicago Notes | IEEE | ISO690 | MLA | NLM | Turabian | Vancouver |
This is an open access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0), which permits non-comercial use, distribution, and reproduction in any medium, provided the original publication is properly cited. No use, distribution or reproduction is permitted which does not comply with these terms.