Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge

被引:88
|
作者
Michailidis, Lazaros [1 ,2 ]
Balaguer-Ballester, Emili [3 ,4 ]
He, Xun [5 ]
机构
[1] Bournemouth Univ, Dept Media & Commun, Ctr Digital Entertainment, Bournemouth, Dorset, England
[2] Sony Interact Entertainment, London, England
[3] Bournemouth Univ, Dept Comp & Informat, Bournemouth, Dorset, England
[4] Bernstein Ctr Computat Neurosci, Heidelberg, Manheim, Germany
[5] Bournemouth Univ, Dept Psychol, Bournemouth, Dorset, England
来源
FRONTIERS IN PSYCHOLOGY | 2018年 / 9卷
基金
英国工程与自然科学研究理事会;
关键词
flow; immersion; presence; engagement; video games; OF-BODY EXPERIENCE; VIRTUAL-REALITY; INDIVIDUAL-DIFFERENCES; NEUROCOGNITIVE MECHANISMS; PREFRONTAL CORTEX; NEURAL CORRELATE; SPATIAL PRESENCE; BRAIN; SELF; ENVIRONMENTS;
D O I
10.3389/fpsyg.2018.01682
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
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.
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页数:8
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