Global learning, local Flow: subjective Flow report responds to proximal performance reference-level in a longitudinally-measured game-like task. Cowley, B., Palomäki, J., Tammi, T., Frantsi, R., Inkilä, V., Lehtonen, N., Pölönen, P., Vepsäläinen, J., & Lappi, O. PsyArXiv preprints, November, 2018.
doi  abstract   bibtex   
Flow is a state of `optimal experience' that arises when skill and task demands match. Flow has been well studied in psychology using a range of self-report and experimental methods; with most research typically focusing on how Flow is elicited by a particular task. Here, we focus on how the experience of Flow changes during task skill development. We present a longitudinal experiment of learning to play a bespoke steering-game task designed to elicit Flow by matching skill and demand, and providing clear goals and feedback. We measure Flow self-reports over 40 game trials in eight sessions, and find the game induces a near constant state of elevated Flow. We further find that the variation in Flow across all trials is less affected by overall performance improvement than by deviation of performance from the expected value predicted by a power law model of learning. Finally, concurrent measurement of physiology shows that spontaneous blink rate, a putative index of striatal dopamine, relates to the individual rate of learning, and that this relationship is moderated by Flow.
@article{cowley_global_2018,
	title = {Global learning, local {Flow}: subjective {Flow} report responds to proximal performance reference-level in a longitudinally-measured game-like task},
	volume = {8ryue},
	shorttitle = {Global learning, local {Flow}},
	doi = {10.31234/osf.io/8ryue},
	abstract = {Flow is a state of `optimal experience' that arises when skill and task demands match. Flow has been well studied in psychology using a range of self-report and experimental methods; with most research typically focusing on how Flow is elicited by a particular task. Here, we focus on how the experience of Flow changes during task skill development. We present a longitudinal experiment of learning to play a bespoke steering-game task designed to elicit Flow by matching skill and demand, and providing clear goals and feedback. We measure Flow self-reports over 40 game trials in eight sessions, and find the game induces a near constant state of elevated Flow. We further find that the variation in Flow across all trials is less affected by overall performance improvement than by deviation of performance from the expected value predicted by a power law model of learning. Finally, concurrent measurement of physiology shows that spontaneous blink rate, a putative index of striatal dopamine, relates to the individual rate of learning, and that this relationship is moderated by Flow.},
	journal = {PsyArXiv preprints},
	author = {Cowley, Benjamin and Palomäki, Jussi and Tammi, Tuisku and Frantsi, Roosa and Inkilä, Ville-Pekka and Lehtonen, Noora and Pölönen, Pasi and Vepsäläinen, Juha and Lappi, Otto},
	month = nov,
	year = {2018},
	doi = {10.31234/osf.io/8ryue},
}

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