2022
DOI: 10.3389/fnhum.2022.819834
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Brain–Heart Interaction and the Experience of Flow While Playing a Video Game

Abstract: The flow state – an experience of complete absorption in an activity – is linked with less self-referential processing and increased arousal. We used the heart-evoked potential (HEP), an index representing brain–heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were a… Show more

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Cited by 9 publications
(6 citation statements)
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“…It therefore may be true that the high ranking players need to be more immersed and use higher and more complicated cognitive exertions, such as extra vigilance, divided attention and multi-tasking, to achieve a favorable outcome, as the margins for lapses and errors are narrower for them than for those at lower ranks. It is known that increases of immersion (i.e., ow), cognitive demand and "adrenaline-rush" experience during video game playing give rise to the so-called " ow" state, which is characterized by parasympathetic withdrawalassociated arousal and decrease in HF [90][91][92][93]. Consistent with our observation, previous studies have demonstrated that expert neurointerventionalists have lower HF than non-experts when performing simulated neuroangiographies with the same workload [94], and familiarized chess players have lower HF than unfamiliarized chess players when playing chess in a strange computer environment [33].…”
Section: Discussionmentioning
confidence: 99%
“…It therefore may be true that the high ranking players need to be more immersed and use higher and more complicated cognitive exertions, such as extra vigilance, divided attention and multi-tasking, to achieve a favorable outcome, as the margins for lapses and errors are narrower for them than for those at lower ranks. It is known that increases of immersion (i.e., ow), cognitive demand and "adrenaline-rush" experience during video game playing give rise to the so-called " ow" state, which is characterized by parasympathetic withdrawalassociated arousal and decrease in HF [90][91][92][93]. Consistent with our observation, previous studies have demonstrated that expert neurointerventionalists have lower HF than non-experts when performing simulated neuroangiographies with the same workload [94], and familiarized chess players have lower HF than unfamiliarized chess players when playing chess in a strange computer environment [33].…”
Section: Discussionmentioning
confidence: 99%
“…It therefore may be true that the high-ranking players need to be more immersed and use higher and more complicated cognitive exertions, such as extra vigilance, divided attention and multi-tasking, to achieve a favorable outcome, as the margins for lapses and errors are narrower for them than for those at lower ranks. It is known that increases in immersion (i.e., flow), cognitive demand and "adrenaline-rush" experience during video game playing give rise to the so-called "flow" state, which is characterized by parasympathetic withdrawal-associated arousal and a decrease in HF [85][86][87][88]. Consistent with our observation, previous studies have demonstrated that expert neurointerventionalists have lower HF than non-experts when performing simulated neuroangiographies with the same workload [89], and familiarized chess players have lower HF than unfamiliarized chess players when playing chess in a strange computer environment [30].…”
Section: Discussionmentioning
confidence: 99%
“…Often, video games, including VVGs, embed players in narrative-rich environments that mimic real-life scenarios, where in-game aggression is contextually driven, not arbitrary. Players typically face provocations or challenges within the game, which could potentially increase frustration (Csikszentmihalyi, 1975), a factor intentionally integrated into game design for enhanced engagement (Khoshnoud et al, 2022). However, and relevant to our case, this in-game frustration might be unappealing to individuals already experiencing frustration from external sources.…”
Section: Why Does Frustration Reduce the Inclination To Play Vvgs?mentioning
confidence: 96%