Mastery Journal Article Analysis: Flow State
Identification of Topic
For my Mastery Program research assignment, I have chosen to investigate the area of game design. There are many facets to game design that present themselves as possible areas of research, but this paper will investigate flow state. Specifically, it aims to build upon the major influences of flow state: Seung-A Annie Jin, Marin Klasen, Rene Weber, and Mihaly Csikszentmihalyi.
Article Analyses
This paper conducts two article analyses of the causal association between a player’s flow state and character identification within the realm of video games. The article covered the multiple attributes of the design, specifically the multitude of tests administered to potentially determine what variables determine a player’s state of flow. Most likely due to the fact that many facets of the design were well-established, the results showed a strong, positive conclusion based on the results. The resulting studies weren’t without limitations though, and a few threats to validity were found. Overall though, these articles show a substantial level of validity and offers an exciting, new possibility for immersing players in a state of flow while playing video games.
Article #1
Design
The first article we will analyze is Neural contributions to flow experience during video game playing (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). This article had several materials and methods implemented during research including subjects, imaging paradigm, content analysis, and data analysis (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). This article details the recent results of a flow state analysis using functional MRI equipment during video game play. Thirteen student subjects, with previous applicable video game experience, were selected for the study through ads posted on campus. There were several areas of criteria that the team used when selecting volunteers. Participants must have experience playing video games 9+ hours a week, be between the ages of 18 and 26, and be right-hand dominant (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011).
Imaging paradigm was conducted by having players play pre-selected FPS games while being monitored by a functional MRI (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). A functional MRI (fMRI) allows for an observer to measure blood flow to active areas of the brain (Cambridge Brain Sciences, 2013). This 3T, triple echo image was then evaluated against games played by participants, thus resulting in identifiable areas that correlate to flow. Time-based content was then analyzed by two, independent coders and a supervisor (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). Five aspects of flow, originally developed by Csikszentmihalyi, were measured: balance between challenge and skill, enjoyment of activities, direct feedback for self-evaluation measures, clear goals, and control over input (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011).
Analyzing the data from the fMRI included reconstructing the data taken from the triple-echo shots, utilizing industry-accepted measures (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). The three shots were compiled, then reduced using dynamic distortion measures to compile the information gathered into a single-shot result. These results allowed the team to then link blood flow to the five correlating aspects of flow (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011).
Results
The results of the study showed a clear, direct connection between the imaging, data compiled, and the elements of flow (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). Success in-game revealed an activation of the midbrain structure, responsible for vision, hearing, motor control, and arousal whereas failure was measured by increased blood flow to the cuneus (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). An unexpected result also indicated that there was no clear data collected by the fMRI in relationship to establishing a clear feedback system (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). Thus, there is no biological or chemical processes happening in the human brain as a result of clear feedback, in regards to flow state. For this reason, no further consideration was given to this attribute of flow, for the remaining period of research. The last major result the team was able to ascertain was event-related conjunction between ability and challenge in the brain. A motor simulation network was able to be constructed based on these fMRI readings that is comprised of the motor areas, the thalamus, and the paleo-cerebellum (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). The overall conclusion drawn from these results is that aspects of neural activity correlated to flow state (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011).
Strengths
The research conducted in this article had many strengths that helped to bring validity to the found results. There was a clear and evident building on established works of flow state as the basis for the research conducted. The study also explored a controlled group to use as a base when comparing test results (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). Another strong attribute of the research was a time-based response system to evaluate responses in regards to failure or success (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). Recognizing that mood might affect responses to stimuli was an adaptive measure taken to avoid any issues with validity. Last, the team looked towards past research to ascertain that subjects tend to have a self-reporting bias in flow study (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). To avoid missteps or convoluted results, this study instead took human error out of the equation by focusing on neurophysiological indicators.
Limitations
All studies and conclusions drawn from research struggle to fight off natural limitations to construct validity. External validity for this conclusion is evident by the small focus group of subjects involved, along with diminished geographical range (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). With such a small sample size, results are unable to be generalized to a larger audience. Additionally, flow state itself is a subjective experience that might vary on a person-to-person basis. This is why the research conducted dealt more with neurophysiological responses instead of verbal input by the subjects themselves (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). The team also notes an issue with the validity of the study due to limitations in the fMRI technology at this time (Klasen, Weber, Kircher, Mathiak, & Mathiak, 2011). While technology at this time is far advanced, accepting that it still has its limitation will allow studies such as this one to be better interpreted.
Article Analysis #2
Design
The next study I choose to analyze is titled I Feel Present. Therefore, I Experience Flow (Jin, 2011). This study aims to measure flow and self-presence in narrative-driven games (Jin, 2011). Methods used in this study include study participants through measurements of involvement, focused attention, flow, and behavior intentions. These measurements were primarily formulated based on subject-driven responses and established research (Jin, 2011). This study primarily focuses on these responses to formulate primary conditions for flow.
Results
The results of the study show a correlating, substantial fit between the hypothesized model and the results (Jin, 2011). Several relationships were able to be established based on Jin’s work:
· Focused attention corresponds to a greater amount of empathy for the player’s avatar.
· Empathy for one’s avatar predicted a self-awareness of presence by the player.
· Self-presence directly predicts a flow state
Thus, Jin posits that focused attention, empathy, and self-presence are all strong indicators of a player’s ability to achieve a flow state (Jin, 2011).
Strengths
This study’s main strength is that it builds upon empirical data and previous theoretical models for flow (Jin, 2011). Using a wide-variety of factors for measurement purposes also allowed the study to incorporate all the hypothesized aspects of flow. The study was also able to overcome potential limitations of subject bias by keeping subjects from interacting, based on flow presence measurements (Jin, 2011).
Limitations
Jin includes a list of limitations to validity constructs in his study, thus presenting the audience with any possible reasons these results might be invalid (Jin, 2011). Jin states that the methodological merits of the measurements for flow are prone to bias, since they rely on the subjects’ responses. Another limitation to validity, though not directly mentioned by Jin, is the small sample size of participants taken. This makes the results non-transferable to a larger, more general population. Last, the study recognized that physiological measurements during play would be more effective at measuring the neurophysiological state of players as they experience play (Jin, 2011).
Mentors
The study of flow state in video games is one that several mentors at Full Sail University have previous experience with. Dr. Adams Greenwood-Ericksen, Dr. Robert Kennedy, and Robin Koman are all current faculty members who I have chosen to consult with as I research this topic further.
References
Cambridge Brain Sciences. (2013). What is fMRI?. Retrieved from https://youtu.be/lLORKtkf2n8
Jin, S. (2011). “I Feel Present. Therefore, I Experience Flow:” A Structural Equation Modeling Approach to Flow and Presence in Video Games. Journal Of Broadcasting & Electronic Media,55(1), 114-136. http://dx.doi.org/10.1080/08838151.2011.546248
Klasen, M., Weber, R., Kircher, T., Mathiak, K., & Mathiak, K. (2011). Neural contributions to flow experience during video game playing. Soc Cogn Affect Neurosci, 7(4), 485-495. http://dx.doi.org/10.1093/scan/nsr021
Disclaimer: This blog post was originally submitted in October of 2016 to Full Sail University under my Master of Science degree in Video Game Design.
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