Skip to main content

MINI REVIEW article

Front. Psychol., 05 September 2018
Sec. Human-Media Interaction

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

  • 1Bournemouth University, Centre for Digital Entertainment, Department of Media and Communication, Bournemouth, United Kingdom
  • 2Sony Interactive Entertainment, London, United Kingdom
  • 3Bournemouth University, Department of Computing and Informatics, Bournemouth, United Kingdom
  • 4Bernstein Centre for Computational Neuroscience Heidelberg-Mannheim, Manheim, Germany
  • 5Bournemouth University, Department of Psychology, Bournemouth, United Kingdom

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.

Introduction

Video games offer highly positive experiences and it has been argued that the experience of flow alone may be responsible for the positive emotions during video game playing (Hoffman and Novak, 1996; Quinn, 2005; Guo et al., 2012; Nah et al., 2014). Literature, however, assimilates multiple terms that emulate flow’s richness of an experience – for instance, immersion. Although immersion presents subtle structural differences from flow, it is believed that they allude to different mental phenomena (Brown and Cairns, 2004; IJsselsteijn et al., 2007; Jennett et al., 2008b; Nacke and Lindley, 2008, 2009; Brockmyer et al., 2009; Qin et al., 2009; Drachen et al., 2010; Teng, 2010; Kiili et al., 2012; Sweetser et al., 2012; Cairns et al., 2014; Denisova et al., 2017; Frochot et al., 2017). The number of theories that exist for flow and immersion are a testimony to the complex nature of the underlying mental state.

The overt similarities between flow and immersion are available when examining popular theories of immersion (e.g., Brown and Cairns, 2004; Ermi and Mäyrä, 2005; Jennett et al., 2008b; Kiili et al., 2012). For example, concentration, loss of time perception, a balance between the player’s skills and the game’s demands, and loss of self-awareness are some of the mutual properties that both flow and immersion exhibit (e.g., Brown and Cairns, 2004). Immersive experiences during video game playing are still predominantly measured with questionnaires (Procci and Bowers, 2011; Lee et al., 2014; Bian et al., 2016). These tools often present variability on the definitional premise upon which they were structured, and thus raise ambiguity over the validity of what they claim to be capturing. This short review examines the main differences that have been outlined for flow and immersion and argues that these states might actually be the same.

A Comparison Between Flow and Immersion

Qualifying the Experience

Immersion is perhaps more popular than flow across academics and non-academics alike (Smith, 2016) and has a long history of interpretations (Smith et al., 1998). The debate, however, is not merely about which term is more appropriate than the other (Cairns, 2016), but mainly about the sensory, cognitive, and emotional products of an immersive experience.

Flow theory is often approached from a radical standpoint, wherein all of its nine proposed dimensions must be present for the experience to qualify as flow. These dimensions include balance between the skills of an individual and the activity’s demands; merging of action and awareness; clear goals; immediate and unambiguous feedback; concentration on the task; perceived control over the activity; loss of self-reflection; distorted perception of time; and intrinsic motivation toward an activity (autotelic) (Csikszentmihalyi, 1975, 1990). Cairns et al. (2014) have suggested that flow is an “all-or-nothing” experience, during which the individual either fulfills all the criteria for flow to kick in, or they do not, in which case flow will not come into effect. Others have argued that flow does not need to comply with all the criteria simultaneously (Csikszentmihalyi, 1990, 1998; Quinn, 2005; Chen, 2007; Guo and Poole, 2009; Heo et al., 2010; Swann et al., 2012; Arzate and Ramirez, 2017; Frochot et al., 2017). However, the minimum requirements for an experience to qualify as flow remains unsettled (i.e., the necessary vs. the sufficient conditions; Swann et al., 2012). For example, Skadberg and Kimmel (2004) found that the criteria with the highest factor loadings for flow were enjoyment and time perception distortion. In contrast, Klasen et al. (2012) found that the conjunction of balance between challenge and skills, sense of control and concentration were the most representative of the flow experience.

This possible limitation in flow theory has been exploited in favor of new definitions for an immersive experience. However, it should be noted that Csikszentmihalyi’s (1975, 1990) list of flow criteria relied on oral report patterns between multiple interviews. In 1990 (p. 49) he mentioned, “When people reflect on how it feels when their experience is most positive, they mention at least one, and often all, of the following. (…).” Thus, flow’s criteria were compiled from a list of the most commonly reported sensations during flow and might not be universally applicable to every person or every instance of an activity (e.g., Nakamura and Csikszentmihalyi, 2014). We argue that flow’s dimensions are more descriptive in nature rather than definitive. Similarly, the characteristics of each stage in immersion describe the average immersive episode, but they are not guaranteed (Brown and Cairns, 2004).

Experiential Extremity

Flow has been referred to as the optimal experience when nothing else matters (Csikszentmihalyi, 1990; Jackson and Csikszentmihalyi, 1999). This characterization has led to the belief that flow is a particularly intense experience, and therefore extreme (Jennett et al., 2008b; Sanders and Cairns, 2010; Frochot et al., 2017), which makes immersion an antecedent to flow (Jennett et al., 2008b; Seah and Cairns, 2008; Brockmyer et al., 2009; Nacke and Lindley, 2009; Sanders and Cairns, 2010). Importantly, proponents of this notion have yet to address how immersion can further descend into flow and to trace the qualifying elements for such a transition.

Immersion, on the other hand, has been tagged as sub-optimal, a characterization that has been deemed to be more suitable for video game playing (Jennett et al., 2008b; Cheng et al., 2015). Brown and Cairns (2004) identified three grades of immersion: engagement, engrossment and total immersion, and argued that total immersion is not always achievable (see also, Jennett et al., 2008a). Hence, the model of an average immersive experience in video game playing can be reduced to the engagement and engrossment levels, whose characteristics are not considerably divergent from flow. Although immersion is purported to be a non-extreme state, Brown and Cairns put forward the concept of total immersion, whose name also denotes an experiential extremity. This appears to be the equivalent of Csikszentmihalyi (1992)’s micro-flow and deep-flow episodes – in this sense, total immersion would qualify as a deep-flow episode, which occurs more rarely than micro-flow episodes do.

Given the similarities between flow and immersion, it is not safe to conclude that flow is more “extreme” than immersion. The mechanisms, indicative of an extreme experience, are likely to be concentration, loss of self-reflection, distortion of time perception and autotelicity, all of which make flow inherently dissociative from reality. Except for autotelicity, the remaining dimensions are also found in immersion (e.g., Brown and Cairns, 2004; Jennett et al., 2008b).

To address the last, most distinctive concomitant of the flow experience, autotelicity, we should note that the term poses a conflict in itself. On the one hand, it is used to describe the intrinsic motivation toward an activity, which is evident from the blend word “auto” and “telos”, i.e., to perform the activity is a goal in itself (Csikszentmihalyi, 1990). This meaning renders autotelicity antecedent to flow. On the other hand, autotelicity has been used to denote high satisfaction derived from an activity (Csikszentmihalyi, 1990) – perhaps a product of time perception distortion (e.g., Conti, 2001; Rau et al., 2006; Wood et al., 2007; Luthman et al., 2009; Sackett et al., 2010). Hence, it is treated as an outcome of flow (e.g., Weibel and Wissmath, 2011; Guo et al., 2012; Nah et al., 2014).

Csikszentmihalyi (1990, 1996) mentioned that a person might not always receive satisfaction whilst engaging in an activity, but rather immediately after. In video games, it has been argued that positive and negative emotions are both valid constituents of an engaging experience (Kaye et al., 2018; Silpasuwanchai and Ren, 2018). These observations indicate that autotelicity might be asynchronous to the core flow experience (Quinn, 2005; Engeser and Schiepe-Tiska, 2012), and conflict with the notion that flow is more extreme than immersion. Toward a more precise identification of experiential intensity, it is critical to quantify an immersive episode by its duration, latency (time taken to trigger the episode), intensity, and frequency of breaks (how often the episodes are interrupted).

The Interplay Between Flow, Immersion, and Presence

Among the constructs that have been traditionally associated with video game playing, “presence” often appears in tandem with both flow and immersion (e.g., McMahan, 2003; Nah et al., 2014). For clarity, this article uses presence in lieu of “spatial presence” (for reviews, see Tamborini and Skalski, 2006; Sjölie, 2014). Presence is elicited when the player feels as being in the game (e.g., Brown and Cairns, 2004; Brockmyer et al., 2009) – it is considered a highly relevant concept for video game playing (Tamborini and Skalski, 2006), but its conceptualization is often confounded with that of immersion (McMahan, 2003).

Immersion theories have incorporated presence to an extent that it becomes indistinguishable from immersion (e.g., McMahan, 2003; Brown and Cairns, 2004; Calleja, 2007; Norman, 2010; Kiili et al., 2012). For example, Brown and Cairns (2004) have explicitly equated total immersion to presence. Their framework visualizes immersion as a multi-graded construct, that intensifies over time, yet presence fails to provide the quantitative information needed to separate it from earlier, or less intense, stages of immersion. Moreover, the authors inferred that engagement and engrossment – which encompass physical and emotional investment in the game, loss of self-awareness and sustained attention – prime the experience of presence. Consequently, the model describes the path to attaining presence, which is viewed as the core of immersion, even if players do not always progress into presence (Jennett et al., 2008a; Skalski et al., 2011). Thus, we suggest that the model of Brown and Cairns possibly yields an incomplete taxonomy.

In contrast, the distinction between presence and flow is perhaps clearer. According to Weibel and Wissmath (2011), flow is the sensation of influencing the activity in the virtual world (“gaming action”), whereas presence is the sense of being in the virtual world. This distinction exposes a fundamental difference: presence may not necessitate player interaction or physical effort (Slater and Wilbur, 1997; IJsselsteijn et al., 2000; Nicovich et al., 2005; Baumgartner et al., 2006). Essentially, presence is fostered by a feed-forward loop that seeks to match the user’s mental representations of the real world with the virtual world (Schuemie et al., 2001; Riva et al., 2003; Jäncke et al., 2009; Sjölie, 2014). With the addition of presence, immersion becomes an over-inclusive concept, thereby fueling the differentiation between immersion and flow (e.g., Calleja, 2007; Nacke and Lindley, 2008; Kiili et al., 2012).

However, presence and flow also present similarities. Witmer and Singer (1998) suggested that the prerequisites for presence are concentration, a sense of control, and the presence of feedback, which are some of the same criteria Csikszentmihalyi (1975, 1990) suggested for flow. In addition, both presence and flow have been associated with decreased frontal brain activation (e.g., Dietrich, 2004; Jäncke et al., 2009; Clemente et al., 2013). Finally, the maintenance of these states is achieved through selective attention (Witmer and Singer, 1998; Kober and Neuper, 2012; Harris et al., 2017a).

It is possible that presence operates separately from flow, and that these two states share similar pre-conditions (Mollen and Wilson, 2010). However, it is also possible that it is experienced before flow (e.g., Novak et al., 2000; Skadberg and Kimmel, 2004; Weibel et al., 2008; Weibel and Wissmath, 2011). To conclude, presence appears to refer to a different sensation from the experience of immersion or flow. Arguably, flow and immersion present the characteristics of an altered state of consciousness, whereas presence does not (Brockmyer et al., 2009). This distinction places presence at an early stage of video game engagement (e.g., Weibel and Wissmath, 2011; Klasen et al., 2012).

Neural Correlates Underlying Flow, Immersion, and Presence

Although research seems to lack robust evidence for neural patterns observable in flow, immersion, and presence, these constructs may be sharing mutual neural correlates (Klasen et al., 2012). However, this absence of patterns, specific to each construct, may be due to the particularities of the tasks employed in neural studies.

Flow has been associated with the dopaminergic system (Marr, 2001; Weber et al., 2009; De Manzano et al., 2013; Gyurkovics et al., 2016), the sensorimotor network (Sanchez-Vives and Slater, 2005; Klasen et al., 2012), the combination of anterior cingulate cortex and temporal pole (Yun et al., 2017), and reduced activity in the prefrontal cortex (Gusnard et al., 2001; Dietrich, 2004; Goldberg et al., 2006; Bavelier et al., 2012; Ulrich et al., 2014). The prefrontal cortex (PFC) remains a debated brain structure for its role in flow. Dietrich (2004) hypothesized that flow reflects reduced frontal brain activity, and basal ganglia are deployed to allow a state of automatic behavior and executive functioning – a state known as transient hypofrontality (Dietrich, 2004).

The state of hypofrontality has not been consistently confirmed (Yoshida et al., 2014; Harmat et al., 2015; Harris et al., 2017b). In a recent study by Causse et al. (2017), the authors found that the PFC activity is proportional to the task’s demands. However, explicit control on the task may not be essential during flow (e.g., Taylor, 2002; Dietrich, 2004; Bavelier et al., 2012). Indeed, task automation is a distinctive feature of flow (e.g., Csikszentmihalyi, 1975; Quinn, 2005), and it progressively loses its dependency on the PFC as expertise increases (Léger et al., 2014). Klasen et al. (2012) recruited expert players and a conjunction analysis of flow factors revealed a neocerebellar-somatosensory network. Contrarily, Yoshida et al. (2014) found increased activity in the left and right ventrolateral PFC during flow. However, Yoshida et al. did not mention whether the participants in their study were skilled players. This is an important factor, in that flow may orchestrate neural networks differently for novice and expert players (e.g., Kirschner and Williams, 2014), with novice players requiring more explicit control (e.g., Dietrich, 2004).

Similarly, evidence on the loss of self-reflective thoughts during flow has revealed reduction in the activity of the medial PFC (Ulrich et al., 2014), whereas top-down attention implicated in flow (Harris et al., 2017a) has been associated with the lateral PFC and frontal eye fields (Buschman and Miller, 2007). These contradicting findings should be interpreted with care; flow is perhaps related to a localized hypofrontality, and not as universal as Dietrich (2004) originally speculated (Harris et al., 2017b). We suggest that frontal brain reduction may be a function of time. For example, Yun et al. (2017) found that flow peaked after 25 min of game playing. Hence, the player may require time to transition from explicit to implicit control and to allocate attentional resources that will make him/her resistant to distractions (e.g., Jackson and Csikszentmihalyi, 1999; Jennett, 2010; Bavelier et al., 2012; Nuñez Castellar et al., 2016). Although similar observations have not been proposed for immersion, the conceptual overlap between flow and immersion (Brown and Cairns, 2004; Jennett et al., 2008b) suggests that mutual substrates are at play.

Klasen et al. (2012) have additionally identified the role of parietal regions (i.e., superior parietal cortex, precuneus and intraparietal sulcus) in flow. However, an occipital and frontoparietal network has also been found to underlie spatial awareness in the first-person perspective (Vogeley and Fink, 2003; Vogeley et al., 2004) – Klasen et al. used a first-person video game in their study. This finding is alarming in that concurrent neural networks, specific to the task, may have been misidentified for flow dimensions, as argued by Yoshida et al. (2014). Different game genres can have specific cognitive demands (e.g., Latham et al., 2013), and, as such, certain video games (e.g., strategy games) might require more explicit control than others (e.g., Spence and Feng, 2010). These games might stimulate higher prefrontal activation, without necessarily implying that it is a substrate of flow. Importantly, the frontoparietal network’s contribution to the experience of flow remains questionable (Bavelier et al., 2012; Léger et al., 2014; Nah et al., 2017). The responsibility of the frontoparietal network to allocate attentional resources and the reduced activation thereof in video game playing (Bavelier et al., 2012) suggests a functional unrelatedness to flow. This is evident from flow’s dimension “merging of action and awareness”, which signifies that attention is already focused (Csikszentmihalyi, 1975).

On the other hand, presence has received limited focus on its neural substrates. From the few studies investigating them, presence has been consistently shown to rely on frontoparietal connections (e.g., Baumgartner et al., 2006, 2008; Jäncke et al., 2009; Kober et al., 2012; Clemente et al., 2013). Jäncke et al. (2009) found that the dorsolateral PFC not only does it regulate the sense of presence but also its activation is inversely related to presence. The authors suggested that the role of the frontoparietal network is essential to presence because it governs motor simulations extracted from the user’s internal representations (see also, Sjölie, 2014). Although motor simulation and execution have been shown to have a strong overlap on a neural level (Hesslow, 2002), research has shown distinct boundaries.

For instance, Ingvar and Philipson (1977) found that motor simulation resided in a frontoparietal network, whereas motor execution was associated with the Rolandic area. Similarly, Bauer et al. (2015) found that a network, including the left parietal, motor areas and the right PFC, underlay motor simulation, whereas motor execution was related to left and right motor areas. These findings are consistent with the alleged relation of presence to action representation, or the ability to “do there” (e.g., Sanchez-Vives and Slater, 2005; Baumgartner et al., 2008; Sjölie, 2014).

Presence has also been referred to as an “out-of-body” experience (Rheingold, 1991), which is the equivalent of “being there” (Sanchez-Vives and Slater, 2005). The user becomes dissociated from the surrounding environment and feels like they lose ownership of their body (Sanchez-Vives and Slater, 2005). Out-of-body experiences have been consistently shown to involve the temporoparietal junction (Blanke and Arzy, 2005; Bünning and Blanke, 2005; Blanke et al., 2005; De Ridder et al., 2007), which gives rise to illusory self-location and perspective (Blanke and Arzy, 2005). As such, presence has been argued to be resembling to an out-of-body experience (Herbelin et al., 2016) and links to the temporoparietal junction have been found in studies of presence (Baumgartner et al., 2006, 2008).

These findings may not offer direct evidence for a comparison between flow, immersion and presence. However, they shed light on some differences. Flow is triggered during a task, thereby implying motor execution. Contrarily, presence may be more related to motor simulation (Sjölie, 2014). As mentioned above, motor execution and simulation share functional correlates, but they also present differences. This notion supports Weibel and Wissmath (2011)’s insights on the distinction between flow and presence. Moreover, presence appears to be a visceral sensation and a primal mechanism of sensory integration (e.g., Riva and Waterworth, 2003), whereas flow and immersion require increased mental effort in a task (e.g., Csikszentmihalyi, 1990; Brown and Cairns, 2004; Keller et al., 2011; Weibel and Wissmath, 2011), thus functionally evolving over time (e.g., De Lafuente and Romo, 2006). In addition, the frontoparietal network appears to be essential for the sense of presence (Kober et al., 2012) but not for flow (Bavelier et al., 2012; Léger et al., 2014; Nah et al., 2017).

Presence is challenging to isolate in video games, because interactivity is their key component when compared to other media forms (Granic et al., 2014). Perhaps, this very challenge has sparked the unification between immersion and presence (e.g., McMahan, 2003; Brown and Cairns, 2004; Calleja, 2007; Kiili et al., 2012). Contrary to the growing body of literature investigating the neural correlates of flow (e.g., Harris et al., 2017b; Nah et al., 2017; Tian et al., 2017), there is, in our view, a gap in the mechanisms underlying immersion, rendering their distinction a conceptual challenge.

Concluding Remarks

This focused review briefly addressed some conceptual challenges in the literature of flow vs. immersion and their related concept of presence in video gaming. Our aim was to challenge the dominant view that flow is different from immersion. Although the theoretical debate may seem innocuous, it extends to experimental settings of substantial variability. Currently, there is lacking evidence to suggest that a particular game design is better at triggering flow than immersion or vice versa (see, Nacke and Lindley, 2008, 2009; Nacke et al., 2010).

Despite the abundance and overlap of self-reports (Nordin et al., 2014; Denisova et al., 2016), research has not been effective in diversifying the approaches toward the measurement of flow and immersion as separate states. Importantly, existing and future studies, guided by opposing interpretations of the same phenomenon, may result in generalizability issues.

To conclude, immersion and flow do not appear as conceptually distinct, and their proposed differences are not compelling enough to set immersion apart as a different mental state. Although presence is enveloped in immersion, it appears to be a distinct mental state, even on a neural level. The remaining dimensions of immersion are very similar, if not identical, to flow’s. Thus, we suggest that the terms of flow and immersion can be used interchangeably, until further behavioral and neurophysiological evidence is provided in experimental settings specifically designed for disentangling the two states.

Author Contributions

All authors listed have made a substant ial, direct and intellectual contribution to the work, and approved it for publication.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Acknowledgments

We wish to thank Bournemouth University, the UK’s EPSRC-funded Centre for Doctoral Training in Digital Entertainment (CDE) [EP/L016540/1] and Sony Interactive Entertainment (SIE) for funding Mr. Michailidis’s studentship. We would also like to thank Fred Charles, Jesus Lucas Barcias, and the reviewers for their valuable insights.

References

Arzate, C., and Ramirez, J. A. U. (2017). Player-centered game AI from a flow perspective: towards a better understanding of past trends and future directions. Entertain. Comput. 20, 11–24. doi: 10.1016/j.entcom.2017.02.003

CrossRef Full Text | Google Scholar

Bauer, R., Fels, M., Vukelić, M., Ziemann, U., and Gharabaghi, A. (2015). Bridging the gap between motor imagery and motor execution with a brain–robot interface. Neuroimage 108, 319–327. doi: 10.1016/j.neuroimage.2014.12.026

PubMed Abstract | CrossRef Full Text | Google Scholar

Baumgartner, T., Speck, D., Wettstein, D., Masnari, O., Beeli, G., and Jäncke, L. (2008). Feeling present in arousing virtual reality worlds: prefrontal brain regions differentially orchestrate presence experience in adults and children. Front. Hum. Neurosci. 2:8. doi: 10.3389/neuro.09.008.2008

PubMed Abstract | CrossRef Full Text | Google Scholar

Baumgartner, T., Valko, L., Esslen, M., and Jäncke, L. (2006). Neural correlate of spatial presence in an arousing and noninteractive virtual reality: an EEG and psychophysiology study. CyberPsychol. Behav. 9, 30–45. doi: 10.1089/cpb.2006.9.30

PubMed Abstract | CrossRef Full Text | Google Scholar

Bavelier, D., Achtman, R. L., Mani, M., and Föcker, J. (2012). Neural bases of selective attention in action video game players. Vision Res. 61, 132–143. doi: 10.1016/j.visres.2011.08.007

PubMed Abstract | CrossRef Full Text | Google Scholar

Bian, Y., Yang, C., Gao, F., Li, H., Zhou, S., Li, H., et al. (2016). A framework for physiological indicators of flow in VR games: construction and preliminary evaluation. Pers. Ubiquitous Comp. 20, 821–832. doi: 10.1007/s00779-016-0953-5

CrossRef Full Text | Google Scholar

Blanke, O., and Arzy, S. (2005). The out-of-body experience: disturbed self-processing at the temporo-parietal junction. Neuroscientist 11, 16–24. doi: 10.1177/1073858404270885

PubMed Abstract | CrossRef Full Text | Google Scholar

Blanke, O., Mohr, C., Michel, C. M., Pascual-Leone, A., Brugger, P., Seeck, M., et al. (2005). Linking out-of-body experience and self processing to mental own-body imagery at the temporoparietal junction. J. Neurosci. 25, 550–557. doi: 10.1523/JNEUROSCI.2612-04.2005

PubMed Abstract | CrossRef Full Text | Google Scholar

Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., and Pidruzny, J. N. (2009). The development of the game engagement questionnaire: a measure of engagement in video game-playing. J. Exp. Soc. Psychol. 45, 624–634. doi: 10.1016/j.jesp.2009.02.016

CrossRef Full Text | Google Scholar

Brown, E., and Cairns, P. (2004). “A grounded investigation of game immersion,” in Proceedings of the CHI’04 Extended Abstracts on Human Factors in Computing Systems (Vienna: ACM), 1297–1300. doi: 10.1145/985921.986048

CrossRef Full Text | Google Scholar

Bünning, S., and Blanke, O. (2005). The out-of body experience: precipitating factors and neural correlates. Prog. Brain Res. 150, 331–350. doi: 10.1016/S0079-6123(05)50024-4

PubMed Abstract | CrossRef Full Text | Google Scholar

Buschman, T. J., and Miller, E. K. (2007). Top-down versus bottom-up control of attention in the prefrontal and posterior parietal cortices. Science 315, 1860–1862. doi: 10.1126/science.1138071

PubMed Abstract | CrossRef Full Text | Google Scholar

Cairns, P. (2016). “Engagement in Digital Games,” in Why Engagement Matters, eds H. O’Brien and P. Carins (New York, NY: Springer International Publishing), 81–104.

Google Scholar

Cairns, P., Cox, A., and Nordin, A. I. (2014). Immersion in digital games: review of gaming experience research. Handb. Digit. Games 339:784. doi: 10.1002/9781118796443.ch12

CrossRef Full Text | Google Scholar

Calleja, G. (2007). “Revising immersion: a conceptual model for the analysis of digital game involvement,” in Proceedings of the DiGRA Conference, Tokyo.

Google Scholar

Causse, M., Chua, Z., Peysakhovich, V., Campo, N., and Matton, N. (2017). Mental workload and neural efficiency quantified in the prefrontal cortex using fNIRS. Sci. Rep. 7:5222. doi: 10.1038/s41598-017-05378-x

PubMed Abstract | CrossRef Full Text | Google Scholar

Chen, J. (2007). Flow in games (and everything else). Commun. ACM 50, 31–34. doi: 10.1145/1232743.1232769

CrossRef Full Text | Google Scholar

Cheng, M. T., She, H. C., and Annetta, L. A. (2015). Game immersion experience: its hierarchical structure and impact on game-based science learning. J. Comp. Assisted Learn. 31, 232–253. doi: 10.1111/jcal.12066

CrossRef Full Text | Google Scholar

Clemente, M., Rey, B., Rodríguez-Pujadas, A., Barros-Loscertales, A., Baños, R. M., Botella, C., et al. (2013). An fMRI study to analyze neural correlates of presence during virtual reality experiences. Interact. Comp. 26, 269–284. doi: 10.1093/iwc/iwt037

CrossRef Full Text | Google Scholar

Conti, R. (2001). Time flies: investigating the connection between intrinsic motivation and the experience of time. J. Pers. 69, 1–26. doi: 10.1111/1467-6494.00134

PubMed Abstract | CrossRef Full Text | Google Scholar

Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. San Francisco, CA: Jossey Bass.

Google Scholar

Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York, NY: Harper&Row.

Google Scholar

Csikszentmihalyi, M. (1992). A response to the Kimiecik & Stein and Jackson papers. J. Appl. Sport Psychol. 4, 181–183. doi: 10.1080/10413209208406460

CrossRef Full Text | Google Scholar

Csikszentmihalyi, M. (1996). Flow and the Psychology of Discovery and Invention. New York, NY: Harper Collins.

Google Scholar

Csikszentmihalyi, M. (1998). “The flow experience and its significance for human psychology,” in Optimal Experience: Psychological Studies of Flow in Consciousness, eds M. Csikszentmihalyi and I. S. Csikszentmihalyi (Cambridge: Cambridge University Press), 15–35.

Google Scholar

De Lafuente, V., and Romo, R. (2006). Neural correlate of subjective sensory experience gradually builds up across cortical areas. Proc. Natl. Acad. Sci. U.S.A. 103, 14266–14271. doi: 10.1073/pnas.0605826103

PubMed Abstract | CrossRef Full Text | Google Scholar

De Manzano,Ö, Cervenka, S., Jucaite, A., Hellenäs, O., Farde, L., and Ullén, F. (2013). Individual differences in the proneness to have flow experiences are linked to dopamine D2-receptor availability in the dorsal striatum. Neuroimage 67, 1–6. doi: 10.1016/j.neuroimage.2012.10.072

PubMed Abstract | CrossRef Full Text | Google Scholar

De Ridder, D., Van Laere, K., Dupont, P., Menovsky, T., and Van de Heyning, P. (2007). Visualizing out-of-body experience in the brain. N. Engl. J. Med. 357, 1829–1833. doi: 10.1056/NEJMoa070010

PubMed Abstract | CrossRef Full Text | Google Scholar

Denisova, A., Guckelsberger, C., and Zendle, D. (2017). “Challenge in digital games: towards developing a measurement tool,” in Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (Denver, CO: ACM), 2511–2519.

Google Scholar

Denisova, A., Nordin, A. I., and Cairns, P. (2016). “The Convergence of player experience questionnaires,” in Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (Austin, TX: ACM), 33–37.

Google Scholar

Dietrich, A. (2004). Neurocognitive mechanisms underlying the experience of flow. Conscious Cogn. 13, 746–761. doi: 10.1016/j.concog.2004.07.002

PubMed Abstract | CrossRef Full Text | Google Scholar

Drachen, A., Nacke, L. E., Yannakakis, G., and Pedersen, A. L. (2010). “Correlation between heart rate, electrodermal activity and player experience in first-person shooter games,” in Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (Los Angeles, CA: ACM), 49–54.

Google Scholar

Engeser, S., and Schiepe-Tiska, A. (2012). “Historical lines and an overview of current research on flow,” in Advances in Flow Research, ed. S. Engeser (New York, NY: Springer), 1–22.

Google Scholar

Ermi, L., and Mäyrä, F. (2005). “Fundamental components of the gameplay experience: Analysing immersion,” in Proceedings of the Worlds in play: International Perspectives on Digital Games Research, Vol. 37, eds S. de Castell and J. Jennifer (Vancouver: DiGRA and Simon Fraser University),37–53.

Google Scholar

Frochot, I., Elliot, S., and Kreziak, D. (2017). Digging deep into the experience–flow and immersion patterns in a mountain holiday. Int. J. Cult. Tour. Hosp. Res. 11, 81–91. doi: 10.1108/IJCTHR-09-2015-0115

PubMed Abstract | CrossRef Full Text | Google Scholar

Goldberg, I. I., Harel, M., and Malach, R. (2006). When the brain loses its self: prefrontal inactivation during sensorimotor processing. Neuron 50, 329–339. doi: 10.1016/j.neuron.2006.03.015

PubMed Abstract | CrossRef Full Text | Google Scholar

Granic, I., Lobel, A., and Engels, R. C. (2014). The benefits of playing video games. Am. Psychol. 69, 66. doi: 10.1037/a0034857

PubMed Abstract | CrossRef Full Text | Google Scholar

Guo, Y. M., and Poole, M. S. (2009). Antecedents of flow in online shopping: a test of alternative models. Inform. Syst. J. 19, 369–390. doi: 10.1111/j.1365-2575.2007.00292.x

CrossRef Full Text | Google Scholar

Guo, Z., Xiao, L., Chanyoung, S., and Lai, Y. (2012). Flow Experience and Continuance Intention Toward Online Learning: An Integrated Framework. Available at: http://aisel.aisnet.org/icis2012/ proceedings/ISCurriculum/6/

Google Scholar

Gusnard, D. A., Akbudak, E., Shulman, G. L., and Raichle, M. E. (2001). Medial prefrontal cortex and self-referential mental activity: relation to a default mode of brain function. Proc. Natl. Acad. Sci. U.S.A. 98, 4259–4264. doi: 10.1073/pnas.071043098

PubMed Abstract | CrossRef Full Text | Google Scholar

Gyurkovics, M., Kotyuk, E., Katonai, E. R., Horvath, E. Z., Vereczkei, A., and Szekely, A. (2016). Individual differences in flow proneness are linked to a dopamine D2 receptor gene variant. Conscious Cogn 42, 1–8. doi: 10.1016/j.concog.2016.02.014

PubMed Abstract | CrossRef Full Text | Google Scholar

Harmat, L., de Manzano,Ö, Theorell, T., Högman, L., Fischer, H., and Ullén, F. (2015). Physiological correlates of the flow experience during computer game playing. Int. J. Psychophysiol. 97, 1–7. doi: 10.1016/j.ijpsycho.2015.05.001

PubMed Abstract | CrossRef Full Text | Google Scholar

Harris, D. J., Vine, S. J., and Wilson, M. R. (2017a). Is flow really effortless? The complex role of effortful attention. Sport Exerc. Perform. Psychol. 6:103. doi: 10.1037/spy0000083

CrossRef Full Text | Google Scholar

Harris, D. J., Vine, S. J., and Wilson, M. R. (2017b). Neurocognitive mechanisms of the flow state. Prog. Brain Res. 234, 221–243. doi: 10.1016/bs.pbr.2017.06.012

PubMed Abstract | CrossRef Full Text | Google Scholar

Heo, J., Lee, Y., Pedersen, P. M., and McCormick, B. P. (2010). Flow experience in the daily lives of older adults: an analysis of the interaction between flow, individual differences, serious leisure, location, and social context. Can. J. Aging 29, 411–423. doi: 10.1017/S0714980810000395

PubMed Abstract | CrossRef Full Text | Google Scholar

Herbelin, B., Serino, A., Salomon, R., Blanke, O., Gaggioli, A., Ferscha, A., et al. (2016). “Neural mechanisms of bodily self-consciousness and the experience of presence in virtual reality,” in Human Computer Confluence (Berlin: De Gruyter Online), 80–96.

Google Scholar

Hesslow, G. (2002). Conscious thought as simulation of behaviour and perception. Trends Cogn. Sci. 6, 242–247. doi: 10.1016/S1364-6613(02)01913-7

CrossRef Full Text | Google Scholar

Hoffman, D. L., and Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. J. Mark. 60, 50–68. doi: 10.2307/1251841

CrossRef Full Text | Google Scholar

IJsselsteijn, W., De Kort, Y., Poels, K., Jurgelionis, A., and Bellotti, F. (2007). “Characterising and measuring user experiences in digital games,” in Proceedings of the International Conference on Advances in Computer Entertainment Technology, Vol. 2, Salzburg,

Google Scholar

IJsselsteijn, W. A., de Ridder, H., Freeman, J., and Avons, S. E. (2000). “Presence: concept, determinants, and measurement,” in Human Vision and Electronic Imaging V, eds B. E. Rogowitz and T. N. Pappas (San Jose, CA: International Society for Optics and Photonics), 520–530.

Google Scholar

Ingvar, D. H., and Philipson, L. (1977). Distribution of cerebral blood flow in the dominant hemisphere during motor ideation and motor performance. Ann. Neurol. 2, 230–237.

PubMed Abstract | Google Scholar

Jackson, S. A., and Csikszentmihalyi, M. (1999). Flow in Sports. Champaign IL: Human Kinetics.

Google Scholar

Jäncke, L., Cheetham, M., and Baumgartner, T. (2009). Virtual reality and the role of the prefrontal cortex in adults and children. Front. Neurosci. 3:6. doi: 10.3389/neuro.01.006.2009

PubMed Abstract | CrossRef Full Text | Google Scholar

Jennett, C., Cox, A. L., and Cairns, P. (2008a). Being in the game. Proceedings of the Philosophy of Computer Games, Potsdam 210–227.

Google Scholar

Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., et al. (2008b). Measuring and defining the experience of immersion in games. Int. J. Hum. Comp. Stud. 66, 641–661. doi: 10.1016/j.ijhcs.2008.04.004

CrossRef Full Text | Google Scholar

Jennett, C. I. (2010). Is Game Immersion Just Another Form of Selective Attention? An Empirical Investigation of Real World Dissociation in Computer Game Immersion. Doctoral dissertation, University College London, London.

Google Scholar

Kaye, L. K., Monk, R. L., Wall, H. J., Hamlin, I., and Qureshi, A. W. (2018). The effect of flow and context on in-vivo positive mood in digital gaming. Int. J. Hum.Comp. Stud. 110, 45–52. doi: 10.1016/j.ijhcs.2017.10.005

CrossRef Full Text | Google Scholar

Keller, J., Bless, H., Blomann, F., and Kleinböhl, D. (2011). Physiological aspects of flow experiences: Skills-demand-compatibility effects on heart rate variability and salivary cortisol. J. Exp. Soc. Psychol. 47, 849–852. doi: 10.1016/j.jesp.2011.02.004

CrossRef Full Text | Google Scholar

Kiili, K., de Freitas, S., Arnab, S., and Lainema, T. (2012). The design principles for flow experience in educational games. Proc. Comp. Sci. 15, 78–91. doi: 10.1016/j.procs.2012.10.060

CrossRef Full Text | Google Scholar

Kirschner, D., and Williams, J. P. (2014). Measuring video game engagement through gameplay reviews. Simul. Gaming 45, 593–610. doi: 10.1177/1046878114554185

CrossRef Full Text | Google Scholar

Klasen, M., Weber, R., Kircher, T. T., Mathiak, K. A., and Mathiak, K. (2012). Neural contributions to flow experience during video game playing. Soc. Cogn. Affect. Neurosci. 7, 485–495. doi: 10.1093/scan/nsr021

PubMed Abstract | CrossRef Full Text | Google Scholar

Kober, S. E., Kurzmann, J., and Neuper, C. (2012). Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: an EEG study. Int. J. Psychophysiol. 83, 365–374. doi: 10.1016/j.ijpsycho.2011.12.003

PubMed Abstract | CrossRef Full Text | Google Scholar

Kober, S. E., and Neuper, C. (2012). Using auditory event-related EEG potentials to assess presence in virtual reality. Int. J. Hum Comp. Stud. 70, 577–587. doi: 10.1016/j.ijhcs.2012.03.004

CrossRef Full Text | Google Scholar

Latham, A. J., Patston, L. L., and Tippett, L. J. (2013). Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres. Front. Psychol. 4:941. doi: 10.3389/fpsyg.2013.00941

PubMed Abstract | CrossRef Full Text | Google Scholar

Lee, P. M., Jheng, S. Y., and Hsiao, T. C. (2014). “Towards automatically detecting whether student is in flow,” in Proceedings of the International Conference on Intelligent Tutoring Systems (Cham: Springer), 11–18.

Google Scholar

Léger, P. M., Davis, F. D., Cronan, T. P., and Perret, J. (2014). Neurophysiological correlates of cognitive absorption in an enactive training context. Comp. Hum. Behav. 34, 273–283. doi: 10.1016/j.chb.2014.02.011

CrossRef Full Text | Google Scholar

Luthman, S., Bliesener, T., and Staude-Müller, F. (2009). The effect of computer gaming on subsequent time perception. Cyberpsychol. 3. Available at: https://cyberpsychology.eu/article/view/4221/3263

Google Scholar

Marr, A. J. (2001). In the zone: a biobehavioral theory of the flow experience. Online J Sport Psychol. 3, 1–7.

Google Scholar

McMahan, A. (2003). Immersion, engagement and presence. Video Game Theory Reader 67:86.

Google Scholar

Mollen, A., and Wilson, H. (2010). Engagement, telepresence and interactivity in online consumer experience: reconciling scholastic and managerial perspectives. J. Business Res. 63, 919–925. doi: 10.1016/j.jbusres.2009.05.014

CrossRef Full Text | Google Scholar

Nacke, L. E., and Lindley, C. A. (2009). Affective ludology, flow and immersion in a first-person shooter: measurement of player experience. J. Can. Game Stud.Assoc. 3. arxiv:1004.0248

Google Scholar

Nacke, L., and Lindley, C. A. (2008). “Flow and immersion in first-person shooters: measuring the player’s gameplay experience,” in Proceedings of the 2008 Conference on Future Play (Karlshamn: ACM), 81–88.

Google Scholar

Nacke, L. E., Stellmach, S., and Lindley, C. A. (2010). Electroencephalographic assessment of player experience: a pilot study in affective ludology. Simul. Gaming 42, 632–655. doi: 10.1177/1046878110378140

CrossRef Full Text | Google Scholar

Nah, F. F. H., Eschenbrenner, B., Zeng, Q., Telaprolu, V. R., and Sepehr, S. (2014). Flow in gaming: literature synthesis and framework development. Int. J. Inf. Syst. Manag. 1, 83–124. doi: 10.1504/IJISAM.2014.062288

CrossRef Full Text | Google Scholar

Nah, F. F. H., Yelamanchili, T., and Siau, K. (2017). “A review on neuropsychophysiological correlates of flow,” in Proceedings of the International Conference on HCI in Business, Government, and Organizations (Cham: Springer), 364–372.

Google Scholar

Nakamura, J., and Csikszentmihalyi, M. (2014). The Concept of Flow in Flow and the Foundations of Positive Psychology. Dordrecht: Springer, 239–263.

Google Scholar

Nicovich, S. G., Boller, G. W., and Cornwell, T. B. (2005). Experienced presence within computer-mediated communications: initial explorations on the effects of gender with respect to empathy and immersion. J. Comp.Med. Commun. 10:JCMC1023. doi: 10.1111/j.1083-6101.2005.tb00243.x

CrossRef Full Text | Google Scholar

Nordin, A. I., Denisova, A., and Cairns, P. (2014). “Too many questionnaires: measuring player experience whilst playing digital games,” in Proceedings of the Seventh York Doctoral Symposium on Computer Science & Electronics, Vol. 69, (New York, NY).

Google Scholar

Norman, K. L. (2010). Development of Instruments to Measure Immerseability of Individuals and Immersiveness of Video Games. Technical Report LAPDP-2010-03, College Park, MD, HCIL, University of Maryland.

Google Scholar

Novak, T. P., Hoffman, D. L., and Yung, Y. F. (2000). Measuring the customer experience in online environments: a structural modeling approach. Mark. Sci. 19, 22–42. doi: 10.1287/mksc.19.1.22.15184

CrossRef Full Text | Google Scholar

Nuñez Castellar, E. P., Antons, J. N., Marinazzo, D., and van Looy, J. (2016). Being in the zone: using behavioral and EEG recordings for the indirect assessment of flow. PeerJ 4:e2482v1.

Google Scholar

Procci, K., and Bowers, C. (2011). “An examination of flow and immersion in games,” in Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 55, (Los Angeles, CA: SAGE Publications), 2183–2187.

Google Scholar

Qin, H., Rau, P. L. P., and Salvendy, G. (2009). Effects of different scenarios of game difficulty on player immersion. Interact. Comp. 22, 230–239. doi: 10.1016/j.intcom.2009.12.004

CrossRef Full Text | Google Scholar

Quinn, R. W. (2005). Flow in knowledge work: high performance experience in the design of national security technology. Adm. Sci. Q. 50, 610–641. doi: 10.2189/asqu.50.4.610

CrossRef Full Text | Google Scholar

Rau, P. L. P., Peng, S. Y., and Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychol. Behav. 9, 396–403. doi: 10.1089/cpb.2006.9.396

PubMed Abstract | CrossRef Full Text | Google Scholar

Rheingold, H. L. (1991). Virtual Reality. New York, NY: Summit Books.

Google Scholar

Riva, G., Davide, F., and IJsselsteijn, W. A. (2003). “Being there: The experience of presence in mediated environments,” in Being there: Concepts, Effects and Measurement of User Presence in Synthetic Environments, eds G. Riva, F. Davide, and W. A. Ijsselsteijn (Amsterdam: Ios Press), 5.

Google Scholar

Riva, G., and Waterworth, J. A. (2003). Presence and the self: a cognitive neuroscience approach. Presence Connect 3,

Google Scholar

Sackett, A. M., Meyvis, T., Nelson, L. D., Converse, B. A., and Sackett, A. L. (2010). You’re having fun when time flies: the hedonic consequences of subjective time progression. Psychol. Sci. 21, 111–117. doi: 10.1177/0956797609354832

PubMed Abstract | CrossRef Full Text | Google Scholar

Sanchez-Vives, M. V., and Slater, M. (2005). From presence to consciousness through virtual reality. Nat. Rev. Neurosci. 6:332. doi: 10.1038/nrn1651

PubMed Abstract | CrossRef Full Text | Google Scholar

Sanders, T., and Cairns, P. (2010). “Time perception, immersion and music in videogames,” in Proceedings of the 24th BCS Interaction Specialist Group Conference, (Dundee: British Computer Society), 160–167.

Google Scholar

Schuemie, M. J., Van Der Straaten, P., Krijn, M., and Van Der Mast, C. A. (2001). Research on presence in virtual reality: a survey. CyberPsychol. Behav. 4, 183–201. doi: 10.1089/109493101300117884

PubMed Abstract | CrossRef Full Text | Google Scholar

Seah, M. L., and Cairns, P. (2008). “From immersion to addiction in videogames,” in Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction, Vol. 1, (Liverpool: British Computer Society), 55–63.

Google Scholar

Silpasuwanchai, C., and Ren, X. (2018). “A Quick Look at Game Engagement Theories,” in . The Wiley Handbook of Human Computer Interaction, eds K. L. Norman and J. Kirakowski (Hoboken, NJ: Wiley), 657–679.

Google Scholar

Sjölie, D. (2014). “Measuring presence in the simulating brain,” in Interacting with Presence, eds G. Riva, J. Waterworth, and D. Murray (Berlin: De Gruyter), 46–56.

Google Scholar

Skadberg, Y. X., and Kimmel, J. R. (2004). Visitors’ flow experience while browsing a Web site: its measurement, contributing factors and consequences. Comp. Hum. Behav. 20, 403–422. doi: 10.1016/S0747-5632(03)00050-5

CrossRef Full Text | Google Scholar

Skalski, P., Tamborini, R., Shelton, A., Buncher, M., and Lindmark, P. (2011). Mapping the road to fun: natural video game controllers, presence, and game enjoyment. New Media Soc. 13, 224–242. doi: 10.1177/1461444810370949

CrossRef Full Text | Google Scholar

Slater, M., and Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence 6, 603–616. doi: 10.1162/pres.1997.6.6.603

CrossRef Full Text | Google Scholar

Smith, J. (2016). The Musical Parameters of Immersion and Flow: Involving the Player, Emotionally and Physically, in a Video-game. . Doctoral dissertation, University of Huddersfield, Queensgate.

Google Scholar

Smith, S., Marsh, T., Duke, D., and Wright, P. (1998). Drowning in immersion. Proc. UK VRSIG 98, 1–9.

Google Scholar

Spence, I., and Feng, J. (2010). Video games and spatial cognition. Rev. Gen. Psychol. 14:92. doi: 10.1037/a0019491

CrossRef Full Text | Google Scholar

Swann, C., Keegan, R. J., Piggott, D., and Crust, L. (2012). A systematic review of the experience, occurrence, and controllability of flow states in elite sport. Psychol. Sport Exerc. 13, 807–819. doi: 10.1016/j.psychsport.2012.05.006

CrossRef Full Text | Google Scholar

Sweetser, P., Johnson, D. M., and Wyeth, P. (2012). Revisiting the gameflow model with detailed heuristics. J. Creat. Technol. 2012.

Google Scholar

Tamborini, R., and Skalski, P. (2006). “The role of presence in the experience of electronic games,” in Playing Video Games: Motives, Responses, and Consequences, eds P. Vorderer and J. Bryant (Mahwah, NJ: Lawrence Erlbaum Associates), 225–240.

Google Scholar

Taylor, L. N. (2002). Video Games: Perspective, Point-of-view, and Immersion. Doctoral dissertation, University of Florida, Gainesville, FL.

Google Scholar

Teng, C. I. (2010). Customization, immersion satisfaction, and online gamer loyalty. Comp. Hum. Behav. 26, 1547–1554. doi: 10.1016/j.chb.2010.05.029

CrossRef Full Text | Google Scholar

Tian, Y., Bian, Y., Han, P., Wang, P., Gao, F., and Chen, Y. (2017). Physiological signal analysis for evaluating flow during playing of computer games of varying difficulty. Front. Psychol. 8:1121. doi: 10.3389/fpsyg.2017.01121

PubMed Abstract | CrossRef Full Text | Google Scholar

Ulrich, M., Keller, J., Hoenig, K., Waller, C., and Grön, G. (2014). Neural correlates of experimentally induced flow experiences. Neuroimage 86, 194–202. doi: 10.1016/j.neuroimage.2013.08.019

PubMed Abstract | CrossRef Full Text | Google Scholar

Vogeley, K., and Fink, G. R. (2003). Neural correlates of the first-person-perspective. Trends Cogn. Sci. 7, 38–42. doi: 10.1016/S1364-6613(02)00003-7

CrossRef Full Text | Google Scholar

Vogeley, K., May, M., Ritzl, A., Falkai, P., Zilles, K., and Fink, G. R. (2004). Neural correlates of first-person perspective as one constituent of human self-consciousness. J. Cogn. Neurosci. 16, 817–827. doi: 10.1162/089892904970799

PubMed Abstract | CrossRef Full Text | Google Scholar

Weber, R., Tamborini, R., Westcott-Baker, A., and Kantor, B. (2009). Theorizing flow and media enjoyment as cognitive synchronization of attentional and reward networks. Commun. Theory 19, 397–422. doi: 10.1111/j.1468-2885.2009.01352.x

CrossRef Full Text | Google Scholar

Weibel, D., and Wissmath, B. (2011). Immersion in computer games: the role of spatial presence and flow. Int. J. Comp. Games Technol. 2011:6. doi: 10.1155/2011/282345

CrossRef Full Text | Google Scholar

Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., and Groner, R. (2008). Playing online games against computer- vs. human-controlled opponents: effects on presence, flow, and enjoyment. Comp. Hum. Behav. 24, 2274–2291. doi: 10.1016/j.chb.2007.11.002

CrossRef Full Text | Google Scholar

Witmer, B. G., and Singer, M. J. (1998). Measuring presence in virtual environments: a presence questionnaire. Presence 7, 225–240. doi: 10.1162/105474698565686

CrossRef Full Text | Google Scholar

Wood, R. T., Griffiths, M. D., and Parke, A. (2007). Experiences of time loss among videogame players: an empirical study. Cyberpsychol. Behav. 10, 38–44. doi: 10.1089/cpb.2006.9994

PubMed Abstract | CrossRef Full Text | Google Scholar

Yoshida, K., Sawamura, D., Inagaki, Y., Ogawa, K., Ikoma, K., and Sakai, S. (2014). Brain activity during the flow experience: a functional near-infrared spectroscopy study. Neurosci. Lett. 573, 30–34. doi: 10.1016/j.neulet.2014.05.011

PubMed Abstract | CrossRef Full Text | Google Scholar

Yun, K., Doh, S., Carrus, E., Wu, D.-A., and Shimojo, S. (2017). Being in the zone: flow state and the underlying neural dynamics in video game playing. arXiv [Preprint]. arXiv:1711.06967

Google Scholar

Keywords: flow, immersion, presence, engagement, video games

Citation: Michailidis L, Balaguer-Ballester E and He X (2018) Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge. Front. Psychol. 9:1682. doi: 10.3389/fpsyg.2018.01682

Received: 03 May 2018; Accepted: 21 August 2018;
Published: 05 September 2018.

Edited by:

Javier Jaen, Universitat Politècnica de València, Spain

Reviewed by:

Pascual Gonzalez, Universidad de Castilla-La Mancha, Spain
Carlos Vaz De Carvalho, Polytechnic Institute of Porto, Portugal

Copyright © 2018 Michailidis, Balaguer-Ballester and He. 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.

*Correspondence: Emili Balaguer-Ballester, ZWItYmFsbGVzdGVyQGJvdXJuZW1vdXRoLmFjLnVr Xun He, eGhlQGJvdXJuZW1vdXRoLmFjLnVr

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.