Many studies conducted in non-virtual activities have shown that flow significantly influences performance, yet studies in virtual activities often reveal only a weak association. This paper begins by building a theoretical explanatory model, and then conducts 3 empirical studies to explore this question. Study 1 exams the mechanism of weak association in two virtual activities. Study 2 tests the effectiveness of a potential approach to strengthen this association. In Study 3 we applied our proposed model and design approach to optimize a VR tennis game. Results show that the influence of flow on performance was not significant in those virtual activities where the primary task and the operation of interactive artifacts were less congruent such that the artifacts can lead to flow experience that is independently of the primary task. Our research offers a theoretical and empirical basis on how to optimize virtual environment design and maximize positive effect of the flow experience.

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https://hci.top/en/papers/chi/6533/2018

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Source
CHI
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Year
2018
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8 authors
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Subtopics
Immersion & Presence Research, Serious & Functional Games
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