Abstract
Flow and Immersion are states of deep focus and thorough concentration on an activity, in which the subjective perception of performance reaches an optimum and intrinsic motivation peaks. High intrinsic motivation and deep focus does not only influence learning effects positively, deriving or enriching user models with raw and processed physiological data might also prove invaluable for successful adaptation processes that may be used to further improve learning outcome. So far, there is no reliable method to underpin states of deep focus with physiological characteristics, which would allow detecting such states objectively. Both Flow and Immersion are therefore classically measured using questionnaires. Given that the subjects are not answering the questionnaires during the activity, thus potentially breaking chances to reach states of Flow and Immersion, this method is both highly subjective and delayed - at least the latter somewhat impacting on the accuracy of the questionnaires results. To address these shortcomings, the design of a study to measure deep focus states through finding correlations between questionnaire answers and physiological sensor data (galvanic skin response, electrocardiography, eye tracking) is briefly referenced. The results of the study are discussed, motivating why the Flow model, as is, needs to be revised to allow a more fine grained measurement approach.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Csikszentmihalyi, M.: Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. Jossey-Bass, San Francisco (1975)
Cairns, P., Cox, A., Berthouze, N., Jennett, C., Dhoparee, S.: Quantifying the experience of immersion in games. In: CogSci 2006 Workshop: Cognitive Science of Games and Gameplay (2006)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial, New York (1991)
Minsky, M.: Telepresence, pp. 45–51 (1980)
Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence Teleoperators Virtual Environ. 7(3), 225–240 (1998). https://doi.org/10.1162/105474698565686
Nordin, A.I., Denisova, A., Cairns, P.: Too many questionnaires: measuring player experience whilst playing digital games. In: The Seventh York Doctoral Symposium on Computer Science and Electronics (2014)
Slater, M.: Measuring presence: a response to the Witmer and singer presence questionnaire. Presence 8(5), 560–565 (1999)
Zhang, C., Perkis, A., Arndt, S.: Spatial immersion versus emotional immersion, which is more immersive? In: 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX), pp. 1–6 (2017)
Qin, H., Rau, P.-L., Salvendy, G.: Player immersion in the computer game narrative. In: Ma, L., Rauterberg, M., Nakatsu, R. (eds.) ICEC 2007. LNCS, vol. 4740, pp. 458–461. Springer, Heidelberg (2007). https://doi.org/10.1007/978-3-540-74873-1_60
Ermi, L., Mäyrä, F.: Fundamental components of the gameplay experience: analysing immersion. In: Proceedings of the DiGRA International Conference: Changing Views: Worlds in Play (2005)
Jennett, C., et al.: Measuring and defining the experience of immersion in games. Int. J. Hum.-Comput. Stud. 66(9), 641–661 (2008)
Cheng, M.-T., She, H.-C., Annetta, L.A.: Game immersion experience: its hierarchical structure and impact on game-based science learning. J. Comp. Assist. Learn. 31(3), 232–253 (2015)
Sullivan, G.M., Artino, A.R.: Analyzing and interpreting data from likert-type scales. J. Grad. Med. Educ. 5(4), 541–542 (2013)
Sweetser, P., Wyeth, P.: GameFlow: a model for evaluating player enjoyment in games. Comput. Entertain. 3(3), 3 (2005)
Fu, F.-L., Su, R.-C., Yu, S.-C.: EGameFlow: a scale to measure learners’ enjoyment of e-learning games. Comput. Educ. 52(1), 101–112 (2009)
Rheinberg, F., Vollmeyer, R., Engeser, S.: Die Erfassung des Flow-Erlebens. In: Diagnostik von Motivation und Selbstkonzept, pp. 261–279. Hogrefe, Göttingen (2003)
Georgiou, Y., Kyza, E.A.: The development and validation of the ARI questionnaire. Int. J. Hum.-Comput. Stud. 98(C), 24–37 (2017)
IJsselsteijn, W.A., de Kort, Y.A.W., Poels, K.: The Game Experience Questionnaire. Technische Universiteit Eindhoven, Eindhoven (2013)
Gravenhorst, F., Muaremi, A., Tröster, G., Arnrich, B., Grünerbl, A.: Towards a mobile galvanic skin response measurement system for mentally disordered patients. In: Proceedings of the 8th International Conference on Body Area Networks 432–435. (2013)
Landau, S., Everitt, B.S.: A Handbook of Statistical Analyses Using SPSS. Statistics (Chapman & Hall/CRC). Taylor & Francis (2004)
Kannegieser, E., Atorf, D., Meier, J.: Conduction an experiment for validating the combined model of immersion and flow. In: Proceedings of the 11th International Conference on Computer Supported Education, vol. 2, pp. 252–259 (2019)
Kannegieser, E., Atorf, D., Meier, J.: Surveying games with a combined model of immersion and flow. In: Proceedings of the International Conferences on Interfaces and Human Computer Interaction, Game and Entertainment Technologies, pp. 353–356 (2018)
Tomkins, S.S., Karon, B.P.: Affect, Imagery, Consciousness, vol. I. Springer, New York (1962)
Ekman, I., Chanel, G., Järvelä, S., Kivikangas, J.M., Salminen, M., Ravaja, N.: Social interaction in games: measuring physiological linkage and social presence. Simul. Gaming 43, 321–338 (2012)
Hamann, S.: Mapping discrete and dimensional emotions onto the brain: controversies and consensus. Trends Cogn. Sci. 16(9), 458–466 (2012)
Wundt, W.: Outlines of Psychology (1897)
Mäntylä, M., Adams, B., Destefanis, G., Graziotin, D., Ortu, M.: Mining valence, arousal, and dominance: possibilities for detecting burnout and productivity? In: Proceedings of the 13th International Conference on Mining Software Repositories, pp. 247–258. ACM, Austin (2016)
Bakker, I., van der Voordt, T., Vink, P., de Boon, J.: Pleasure, arousal, dominance: Mehrabian and Russell revisited. Curr. Psychol. 33, 405–421 (2014). https://doi.org/10.1007/s12144-014-9219-4
Lane, R.D., Chua, P.M., Dolan, R.J.: Common effects of emotional valence, arousal and attention on neural activation during visual processing of pictures. Neuropsychologia 37, 989–997 (1999)
Russell, J.A.: A circumplex model of affect. J. Pers. Soc. Psychol. 39, 1161 (1980)
Russell, J.A., Lanius, U.F.: Adaptation level and the affective appraisal of environments. J. Environ. Psychol. 4(2), 119–135 (1984)
Nogueira, P.A., Torres, V., Rodrigues, R., Oliveira, E., Nacke, L.E.: Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game. J. Multimodal User Interfaces 10(1), 31–62 (2015). https://doi.org/10.1007/s12193-015-0208-1
Ravaja, N., Kivikangas, J.M.: Psychophysiology of digital game playing: effects of competition versus collaboration in the laboratory and in real life (2008)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Kannegieser, E., Atorf, D., Herold, J. (2021). Measuring Flow, Immersion and Arousal/Valence for Application in Adaptive Learning Systems. In: Sottilare, R.A., Schwarz, J. (eds) Adaptive Instructional Systems. Adaptation Strategies and Methods. HCII 2021. Lecture Notes in Computer Science(), vol 12793. Springer, Cham. https://doi.org/10.1007/978-3-030-77873-6_5
Download citation
DOI: https://doi.org/10.1007/978-3-030-77873-6_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-77872-9
Online ISBN: 978-3-030-77873-6
eBook Packages: Computer ScienceComputer Science (R0)