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

Autor: Michailidis L; Bournemouth University, Centre for Digital Entertainment, Department of Media and Communication, Bournemouth, United Kingdom.; Sony Interactive Entertainment, London, United Kingdom., Balaguer-Ballester E; Bournemouth University, Department of Computing and Informatics, Bournemouth, United Kingdom.; Bernstein Centre for Computational Neuroscience Heidelberg-Mannheim, Manheim, Germany., He X; Bournemouth University, Department of Psychology, Bournemouth, United Kingdom.
Jazyk: angličtina
Zdroj: Frontiers in psychology [Front Psychol] 2018 Sep 05; Vol. 9, pp. 1682. Date of Electronic Publication: 2018 Sep 05 (Print Publication: 2018).
DOI: 10.3389/fpsyg.2018.01682
Abstrakt: 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.
Databáze: MEDLINE