Qigong is a Meditative Movement exercise that consists of mindful movements, regulation of breathing and attentional control. In this study we investigated whether Qigong practice might be associated with the affect and flow of its practitioners during the exercise. Although practitioners of Meditative Movement anecdotally describe flow-like experiences and strong effects on affect there are only a few empirical studies that focus on acute effects of Qigong practice on affect, and to our knowledge none on flow. Understanding these phenomena could shed new light on the interrelationship between body movement and the embodied mind. Self-reported affect and flow of qigong practitioners (N = 19) was probed in four qigong sessions, 1 week apart, each lasting about an hour. We used the PANAS (Positive And Negative Affect Schedule) to measure self-reported affect pre- and post-session. Additionally, open-ended questions were used to further inquire the specific quality of the post-session affect. Flow was measured using the Flow Short Scale, twice during each Qigong session and once after it. Our results confirm previous studies that Qigong practice shifts affect toward positive valence. Content analysis of the open-ended questions further revealed that the resulting experience can be described as restful, relaxed, happy, balanced, and clear. Although the lack of a control group/condition preclude drawing firm causal conclusions, our results indicate that Qigong practice produced flow already 20 min into the session, and that flow state intensified at 40 and 60 min. Future directions for studying affect and flow in meditative exercise are discussed.
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 experimental study of learning, wherein participants (
N
= 9) play a novel steering-game task designed to elicit Flow by matching skill and demand, and providing clear goals and feedback. Experimental design involves extensive in-depth measurement of behavior, physiology, and Flow self-reports over 2 weeks of 40 game trials in eight sessions. Here we report behavioral results, which are both strikingly similar and strong within each participant. We find that 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.
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.
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