2016
DOI: 10.1007/s00779-016-0953-5
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A framework for physiological indicators of flow in VR games: construction and preliminary evaluation

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Cited by 97 publications
(72 citation statements)
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References 49 publications
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“…Taking advantage of the IVE’s potentialities, in recent years some studies have used IVE and physiological responses, such as EEG, HRV and EDA, in different fields. Phobias 44 47 , disorders 48 , driving and orientation 49 , 50 , videogames 51 , quality of experience 52 , presence 53 and visualization technologies 54 , are some examples of these applications. Particularly in emotion research, arousal and relaxation have been analysed in outdoor 55 , 56 and indoor 57 IVEs using EDA.…”
Section: Introductionmentioning
confidence: 99%
“…Taking advantage of the IVE’s potentialities, in recent years some studies have used IVE and physiological responses, such as EEG, HRV and EDA, in different fields. Phobias 44 47 , disorders 48 , driving and orientation 49 , 50 , videogames 51 , quality of experience 52 , presence 53 and visualization technologies 54 , are some examples of these applications. Particularly in emotion research, arousal and relaxation have been analysed in outdoor 55 , 56 and indoor 57 IVEs using EDA.…”
Section: Introductionmentioning
confidence: 99%
“…However, most of the studies that used HRV used very few features from the time domain, such as HR [ 115 , 120 ]. Very few studies used features from the frequency domain, such as HF, LF or HF/LF [ 119 , 126 ] and 2 used non-linear features, such as entropy and Poincare [ 65 , 105 ]. Of the studies that used EDA, the majority used total skin conductance (SC) [ 116 ], but some used tonic (SCL) [ 54 ] or phasic activity (SCR) [ 124 ].…”
Section: Resultsmentioning
confidence: 99%
“…However, until 2016, the majority of the papers featured only HR and SC ( Table 2 ), sometimes in combination with EMG and RSP. From 2016, the research started to include HRV frequency domain and non-linear domain analyses [ 105 , 119 ], and EDA analyses, such as CDA, dividing the signals into tonic and phasic components [ 64 ]. In terms of the CNS, EEG research has been undertaken since 2016, including ERP [ 138 ], power spectral density [ 140 ] and functional connectivity analysis [ 65 ].…”
Section: Discussionmentioning
confidence: 99%
“…For example, concentration, loss of time perception, a balance between the player’s skills and the game’s demands, and loss of self-awareness are some of the mutual properties that both flow and immersion exhibit (e.g., Brown and Cairns, 2004 ). Immersive experiences during video game playing are still predominantly measured with questionnaires ( Procci and Bowers, 2011 ; Lee et al, 2014 ; Bian et al, 2016 ). These tools often present variability on the definitional premise upon which they were structured, and thus raise ambiguity over the validity of what they claim to be capturing.…”
Section: Introductionmentioning
confidence: 99%