54
views
0
recommends
+1 Recommend
0 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      Flow Experiences During Visuomotor Skill Acquisition Reflect Deviation From a Power-Law Learning Curve, but Not Overall Level of Skill

      research-article

      Read this article at

      Bookmark
          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          Abstract

          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 ( N = 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.

          Related collections

          Most cited references20

          • Record: found
          • Abstract: not found
          • Article: not found

          Toward an instance theory of automatization.

            Bookmark
            • Record: found
            • Abstract: found
            • Article: not found

            Playing an action video game reduces gender differences in spatial cognition.

            We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a non-action game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.
              Bookmark
              • Record: found
              • Abstract: not found
              • Article: not found

              Play and Intrinsic Rewards

              (2016)
                Bookmark

                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                15 May 2019
                2019
                : 10
                : 1126
                Affiliations
                [1] 1Cognitive Science, Department of Digital Humanities, Faculty of Arts, University of Helsinki , Helsinki, Finland
                [2] 2Helsinki Centre for Digital Humanities , Helsinki, Finland
                [3] 3Traffic Research Unit, TRUlab, University of Helsinki , Helsinki, Finland
                Author notes

                Edited by: Rafael Ramirez, Universidad Pompeu Fabra, Spain

                Reviewed by: Serena Oliveri, University of Milan, Italy; Paula Thomson, California State University, Northridge, United States

                *Correspondence: Benjamin Ultan Cowley ben.cowley@ 123456helsinki.fi

                This article was submitted to Performance Science, a section of the journal Frontiers in Psychology

                †These authors have contributed equally to this work

                Article
                10.3389/fpsyg.2019.01126
                6530424
                31156519
                a2c9e712-38f5-4431-8063-e69731813f7a
                Copyright © 2019 Cowley, Palomäki, Tammi, Frantsi, Inkilä, Lehtonen, Pölönen, Vepsäläinen and Lappi.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 13 February 2019
                : 29 April 2019
                Page count
                Figures: 5, Tables: 2, Equations: 0, References: 37, Pages: 12, Words: 9386
                Categories
                Psychology
                Original Research

                Clinical Psychology & Psychiatry
                flow,skill acquisition,power law of practice,visuomotor performance,steering,high performance cognition

                Comments

                Comment on this article