As such, video games are enjoyed most when the level and speed of the game match the players' skills. An optimal balance between challenges and skills triggers the subjective experience of "flow", a focused motivation leading to a feeling of spontaneous joy. Here we present the validation of a novel technique to indirectly assess the extent to which subjects experience flow during real game play by assessing attentional engagement; first behaviorally and in a second stage by means of electroencephalogram (EEG) recordings. An auditory novelty oddball paradigm was implemented as a secondary task while subjects played in three conditions: Boredom, Frustration and Flow. We found higher reaction times and error rates in the Flow condition. In a second stage we used advanced techniques to do source reconstruction and to investigate signal changes on both the temporal and frequency domain. EEG analysis revealed a response-locked fronto-central negative deflection significantly delayed during flow, likely signaling the need of re-allocation of attentional resources.Frequency domain analyses revealed significant power increase only in the alpha band for the flow condition. We believe that frontal alpha changes recorded as maximal at the mid-frontal lines during flow might be related with reward related processing.
BEHAVIORAL AND EEG CORRELATES OF FLOWAccording to the Entertainment Software Association (ESA) $22.41 billion were spent by consumers on games in 2014 and it is estimated that about 155 million Americans play video games. Gamers who are playing more video games than they did three years ago are spending less time in mainstream activities such as watching T.V., going to the cinema and watching movies at home (ESA report, 2014).What makes the gaming experience much more fulfilling than other activities is the enjoyable nature of games. As such, video games evoke most pleasure when the level and speed of the game match the players' abilities e.g. optimal mental and motor capacity (Sherry, 2004). A perfect balance between challenges and skills during game play triggers the subjective experience of "flow", which can be defined as a cognitive state of being completely absorbed by an activity, accompanied by positive feelings.Csıkszentmihalyi (1988, 1990, 2000) described the subjective experience of flow as being associated with a number of unique affective and attentional states including feelings of motivation, high energy, immersion, and complete attentional focus. Whilst all these elements are characteristic of the emergence of flow, attentional processes are thought to be crucial. Boredom, and frustration, like flow, are determined by how attention is structured at a given time and by the balance between the challenges and skills of an individual (Csikszentmihalyi, 1992). Specifically, boredom arises when the subjects perceive low challenges mismatching their higher skills. Conversely, frustration emerges when subjects perceive high challenges mismatching their low skills. Both boredom and frustration ...