![]() Csikszentmihalyi famously called this state flow. This mental state is characterized by deep concentration, effortless involvement, a sense of control, and the loss of the senses of time and self (ibid.). The total score obtained by players as an objective measure of player performance was positively correlated with flow states, indicating that the more flow participants experienced, the better they played.īack in the 1970s, psychologist Mihaly Csikszentmihalyi described a state of optimal experience that can be elicited by activities that have clear goals, can be completed, and provide immediate feedback ( Csikszentmihalyi, 2009, p. Thumper was flow-inducing regardless of condition and the more flow participants experienced the less they thought about time and the faster time passed subjectively. Participants who played the game in VR performed better and had a stronger feeling of presence than those who played in 2D. Participants ( n = 100) played the rhythm game Thumper for 25 minutes in one of two conditions: in virtual reality (VR) or on a computer screen (2D). The present study focuses on the relation between time perception and flow states in the context of video game play. Despite the widespread scientific interest in flow, there are few quantitative studies specifically on the aspect of time perception. ![]() One of the defining characteristics of this state is the loss of the sense of time. Flow is a mental state characterized by deep absorption during challenging activities, which was first studied by Mihaly Csikszentmihalyi. ![]()
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