2003
DOI: 10.1026//0044-3409.211.4.161
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Flow-Erleben in einem Computerspiel unter experimentell variierten Bedingungen

Abstract: SummeryThe study presents a technique how to manipulate flow-experience via the computer game Roboguard. Under experimentally controlled conditions all parameters of the game and the situation were kept constant except the difficulty level the participants had to play on. Flow was assessed with the Flow Short Scale (FKS, Rheinberg et al., 2002). As predicted we

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Cited by 87 publications
(29 citation statements)
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“…For the same situation flow was measured with six items from Rheinberg and Vollmeyer's (2003) flow-scale ("I won't notice time passing by"). Items were adapted to the situation in class where necessary.…”
Section: Flow While Following the Lessonmentioning
confidence: 99%
“…For the same situation flow was measured with six items from Rheinberg and Vollmeyer's (2003) flow-scale ("I won't notice time passing by"). Items were adapted to the situation in class where necessary.…”
Section: Flow While Following the Lessonmentioning
confidence: 99%
“…We used Flow Experience and Worry of the FSS to evaluate the effect of the training interface. The overall Flow Experience during the exercise was between 5 and 6 for all interfaces which is a typical value for engaging in sport activities (Rheinberg, Vollmeyer, and Manig 2005). No significant difference was found for the Flow Experience.…”
Section: Discussionmentioning
confidence: 81%
“…Novizen zuverlässig in den Flow-Zustand gebracht werden (Rheinberg & Vollmeyer, 2003a;. Von daher ist der Expertise-Effekt kein Beleg für die universelle Gültigkeit des Quadrantenmodells.…”
Section: Expertise-effektunclassified