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The Impact Of Different Task Difficulty On The Experience Of High And Low Shame Individual Flow

Posted on:2017-02-24Degree:MasterType:Thesis
Country:ChinaCandidate:Y TianFull Text:PDF
GTID:2355330482990312Subject:Applied Psychology
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Flow is the optimal experience of effortless attention, reduced self-consciousness, and a deep sense of control that typically occurs during optimal challenging task performance. When people are certain activities, focused and completely put into the situation to filter out all not related to perception, and the state is so satisfying that individuals want to repeat the activities continually, this particular mental state is described as of flow experience. Research on the experience of flow is of great significance and value for network learning, virtual games, e-commerce, three-dimensional film and other activities in a virtual environment.Objection:Based on person-artefact-task (PAT) model, personality (shyness), and computer game (BlocMania3D) with different difficulties (Difficult> Optimal> Easy) were chosen as the flow antecedents to study physiological effects during flow state.Methods:350 undergraduates were investigated by College Student's Shyness Scale.20 shy and 20 no-shy (13 males and 27 females) were recruited to participate the experiment with total voluntary. The participants (N=40) played BlocMania3D under three conditions that differed in difficulty. Cardiac and respiratory activities, and the average changes of skin conductance were measured continuously during performance by BIOPAC MP 150 System.Results:(1) There is no significant difference between shy and no-shy in predicting flow-experience.(2) The main effect of difficulty was a significant in predicting flow-experience. The higher RR, lower LF, optimal HF and SC could be significant predictors of flow-experience.(3) Shyness could interact with different difficulties in predicting the flow experience. The bonferroni result shows the optimal is higher than easy and in RR.Conclusion:(1) The main effect of difficulty was a significant in predicting flow-experience. Flow-experience is the result of coactivation of the sympathetic and parasympathetic. (2) The interaction of shyness and difficulty was significant in predicting flow-experience. (3) There is an inverted u-shaped relationship between flow-experience and the difficulty.
Keywords/Search Tags:Flow-experience, Shyness, PAT model, Physiological signal, Computer games
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