TY - JOUR
T1 - The link between flow and performance is moderated by task experience
AU - Palomäki, Jussi
AU - Tammi, Tuisku
AU - Lehtonen, Noora
AU - Seittenranta, Niina
AU - Laakasuo, Michael
AU - Abuhamdeh, Sami
AU - Lappi, Otto
AU - Cowley, Benjamin Ultan
N1 - Publisher Copyright:
© 2021 The Author(s)
PY - 2021/11
Y1 - 2021/11
N2 - Flow is an intrinsically motivating (i.e. ‘autotelic’) psychological state of complete absorption in moment-to-moment activity that can occur when one performs a task whose demands match one's skill-level. Flow theory proposes that Flow causally leads to better performance, but empirical evidence for this assumption is mixed. Recent evidence suggests that self-reported Flow may not be linked to performance-levels per se, but instead to deviations from anticipated performance (the so-called flow deviation, or F~d effect). We aimed to replicate and extend these results by employing a high-speed steering game (CogCarSim) to elicit Flow, and specifically focused on the moderating effects of learning and task experience on the F~d effect. In a longitudinal design, 18 participants each played CogCarSim for 40 trials across eight sessions, totaling 720 measurements across participants. CogCarSim reliably elicited Flow, and learning to play the game fit well to a power-law model. We successfully replicated the F~d effect: self-reported Flow was much more strongly associated with deviation-from-expected performance than with objective performance levels. We also found that the F~d effect grew stronger with increasing task experience, thus demonstrating an effect of learning on Flow. We discuss the implications of our findings for contemporary theories of Flow.
AB - Flow is an intrinsically motivating (i.e. ‘autotelic’) psychological state of complete absorption in moment-to-moment activity that can occur when one performs a task whose demands match one's skill-level. Flow theory proposes that Flow causally leads to better performance, but empirical evidence for this assumption is mixed. Recent evidence suggests that self-reported Flow may not be linked to performance-levels per se, but instead to deviations from anticipated performance (the so-called flow deviation, or F~d effect). We aimed to replicate and extend these results by employing a high-speed steering game (CogCarSim) to elicit Flow, and specifically focused on the moderating effects of learning and task experience on the F~d effect. In a longitudinal design, 18 participants each played CogCarSim for 40 trials across eight sessions, totaling 720 measurements across participants. CogCarSim reliably elicited Flow, and learning to play the game fit well to a power-law model. We successfully replicated the F~d effect: self-reported Flow was much more strongly associated with deviation-from-expected performance than with objective performance levels. We also found that the F~d effect grew stronger with increasing task experience, thus demonstrating an effect of learning on Flow. We discuss the implications of our findings for contemporary theories of Flow.
KW - Experience
KW - Flow
KW - Game
KW - Learning
KW - Performance
UR - http://www.scopus.com/inward/record.url?scp=85108301175&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2021.106891
DO - 10.1016/j.chb.2021.106891
M3 - Article
AN - SCOPUS:85108301175
SN - 0747-5632
VL - 124
JO - Computers in Human Behavior
JF - Computers in Human Behavior
M1 - 106891
ER -