心流體驗
心流體驗(粵拼:sam1 lau4 tai2 jim6;英文:flow),簡稱心流,係一種被譽為「最佳體驗」嘅心理狀態。經歷心流嘅人通常係做緊某樣要求技術嘅活動,而佢做做吓一路做一路進入一個高度專注嘅狀態,感覺好享受嗰樣活動,一路直至活動結束為止。呢種高度專注同愉快嘅狀態就係所謂嘅心流[1]。
心流可以由好多種唔同嘅活動引起:一樣引起心流嘅活動通係為做嗰個人提供一定程度嘅挑戰,唔係太易又唔係太難-即係所謂嘅適度挑戰;而心理實驗等嘅研究表明,心流可以由好多唔同嘅活動引起,包括運動[2]、畫畫[3]、捉國際象棋[4]以至打機[5]等嘅活動都可以令到做嗰個人進入心流-只要嗰樣活動能夠為做嗰個人提供適度挑戰就得。
心流吸引咗多個領域嘅研究者關注:一方面,心理學同神經科學等嘅領域有興趣想知一個人處於心流狀態嗰陣個腦裏面發生緊乜嘢事[6];另一方面,心流往往能夠令一個人覺得好享受引起心流嗰樣活動,以及有動機進一步提升自己喺嗰樣活動上嘅技術[7],所以對心流嘅研究亦都有助於諗吓點樣幫人學習同享受一樣活動-而呢啲課題對於教育學、管理學同遊戲設計[8]等嘅領域嚟講都相當有用[9][10]。
基礎概念
編輯心理特徵
編輯- 極度嘅專注,而且經歷心流嗰個人通常會話覺得唔使點樣花費精神就做到呢樣嘢-毫不費力嘅注意力[註 1][6];
- 多個要有意識做嘅認知功能停止[6]:
- 自我意識減弱;
- 「覺得有信心能夠控制發生緊乜事」;
- 覺得時間好似過得好快噉;
- 覺得「好似同件工作結合咗埋一齊」噉;
- 覺得件工作好有價值。通常仲會因而持續自發噉去做嗰樣嘢,令技術係噉提升[7][14]。
作業特徵
編輯一件引致心流嘅作業通常有以下嘅特徵:
- 有明確嘅目的,令做嗰個人清楚知道自己要做乜;
- 會對做嗰個人俾清晰嘅回輸(feedback,fit1 bek1),令做嗰個人清楚知道自己嘅進度;
- 適度挑戰,即係話件工作唔係太易又唔係太難,令到做嗰個人有一定嘅機會會成功,但又有一定嘅機會會失敗,就最能夠引起心流[註 2][15]。事實係研究指,心流狀態係一個有少少壓力嘅狀態-例如有研究發現,一個人喺進入心流狀態嗰時心率變化度(HRV)會下降,而已知 HRV 下降一般表示個人感受到壓力[4]。
順帶一提,心流之所以會叫心「流」係有原因嘅:喺 1975 年心流研究啱啱開始嗰陣,研究呢個現象嘅心理學家發現,佢哋有好幾個受試者都將佢哋感受到嘅獨特體驗描述成「好似俾一股水流帶住佢哋前進噉」-於是班心理學家就決定將呢種現象改名做心流[16]。
實驗操作
編輯喺實驗性嘅心流研究上,最常用嚟人工噉引起心流嘅方法係曉調控自身難度嘅電子遊戲:最能夠引起心流嘅係適度挑戰;想像一個研究者想做實驗研究心流,佢可以寫個簡單嘅電子遊戲程式,令隻遊戲曉按玩家嘅能力調整自己嘅難度,即係個遊戲程式喺玩家表現差(難度高得滯)嗰陣會降低難度,喺玩家表現好(難度低得滯)嗰陣會提升難度(動態難度調控),從而做到為玩家提供適度挑戰嘅效果,然後研究者就可以靠呢個遊戲程式引起心流,跟住就研究心流呢種心理狀態-例:個研究者搵班受試者返實驗室,要佢哋一路玩一隻曉調整自己難度嘅遊戲,一路用腦電圖(EEG)等嘅方法量度受試者嘅腦活動,靠噉研究心流狀態同啲乜嘢腦活動有統計相關[17]。
難度參數
編輯喺基本嘅動作遊戲當中,難度呢家嘢可以用以下呢啲參數嚟操作化[18]:
- 玩家角色嘅火力(數值愈低隻遊戲就愈難);
- 威力提升出現嘅頻率(數值愈低隻遊戲就愈難);
- 關卡嘅特性,例如(喺射擊遊戲入面)戰場上有幾多掩護物可以俾玩家匿埋喺後面[19]。
- NPC 嘅特性:
- 喺一隻涉及玩家避開敵人嘅遊戲(例如食鬼)當中,難度嘅適當度( )可以用以下呢個指標量度[21]:
- ;
- 當中 係指玩家每一次玩,要行咗幾多步啲敵人先成功殺死佢, 係玩咗 局之後嘅 平均值, 係喺嗰 局當中 嘅最大值,而 係一個參數。難度愈適當, 數值愈高。
... 等等。
睇埋
編輯詞彙
編輯重要詞彙嘅粵英對照:
- 心流 / flow
- 心流體驗 / flow experience
- 心流理論 / flow theory
- 最佳體驗 / optimal experience
- 毫不費力嘅注意力 / effortless attention
- 適度挑戰 / optimal challenge
文獻
編輯英文文獻:
- Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. Jossey-Bass,心流研究嘅經典書。
- Dietrich, A., & Stoll, O. (2010). Effortless attention, hypofrontality, and perfectionism (PDF). Effortless attention: A new perspective in the cognitive science of attention and action, 159-178.
- Ghani, J. A., & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human-computer interaction (PDF). The Journal of psychology, 128(4), 381-391.
- Klasen, M., Weber, R., Kircher, T. T., Mathiak, K. A., & Mathiak, K. (2012). Neural contributions to flow experience during video game playing (PDF). Social cognitive and affective neuroscience, 7(4), 485-495.
- Nuyens, F. M., Kuss, D. J., Lopez-Fernandez, O., & Griffiths, M. D. (2019). The potential interaction between time perception and gaming: A narrative review (PDF). International Journal of Mental Health and Addiction, 1-21.
- Tse, D. C., Nakamura, J., & Csikszentmihalyi, M. (2020). Beyond challenge-seeking and skill-building: Toward the lifespan developmental perspective on flow theory (PDF). The Journal of Positive Psychology, 15(2), 171-182.
- Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming (PDF). CyberPsychology & Behavior, 11(1), 39-45,呢篇文提到就算一個人進入心流,都唔一定係有正面嘅情緒。
- Weber, R., & Fisher, J. T. (2020). Flow. The International Encyclopedia of Media Psychology, 1-5.
註釋
編輯引咗
編輯- ↑ Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge university press.
- ↑ Jackson, S. A. (1996). Toward a conceptual understanding of the flow experience in elite athletes. Research quarterly for exercise and sport, 67(1), 76-90.
- ↑ Keller, J., & Blomann, F. (2008). Locus of control and the flow experience: An experimental analysis. European Journal of Personality: Published for the European Association of Personality Psychology, 22(7), 589-607.
- ↑ 4.0 4.1 Tozman, T., Zhang, Y. Y., & Vollmeyer, R. (2017). Inverted U-shaped function between flow and cortisol release during chess play. Journal of Happiness Studies, 18(1), 247-268.
- ↑ Klasen, M., Weber, R., Kircher, T. T., Mathiak, K. A., & Mathiak, K. (2012). Neural contributions to flow experience during video game playing. Social cognitive and affective neuroscience, 7(4), 485-495.
- ↑ 6.0 6.1 6.2 Dietrich, A., & Stoll, O. (2010). Effortless attention, hypofrontality, and perfectionism. Effortless attention: A new perspective in the cognitive science of attention and action, 159-178.
- ↑ 7.0 7.1 Tse, D. C., Nakamura, J., & Csikszentmihalyi, M. (2020). Beyond challenge-seeking and skill-building: Toward the lifespan developmental perspective on flow theory 互聯網檔案館嘅歸檔,歸檔日期2020年7月25號,. (PDF). The Journal of Positive Psychology, 15(2), 171-182.
- ↑ Sweetser, P., & Johnson, D. (2019, December). GameFlow and Player Experience Measures: An Initial Comparison of Conceptual Constructs. In Proceedings of the 31st Australian Conference on Human-Computer-Interaction (pp. 317-321).
- ↑ Erhel, S., & Jamet, E. (2019). Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes. Computers in Human Behavior, 91, 106-114.
- ↑ Kiili, K. (2005). On educational game design: Building blocks of flow experience. Tampere University of Technology.
- ↑ Nakamura, J.; Csikszentmihályi, M. (20 December 2001). "Flow Theory and Research". In C. R. Snyder Erik Wright, and Shane J. Lopez (ed.). Handbook of Positive Psychology. Oxford University Press. pp. 195-206.
- ↑ Kahneman, D. (1973). Attention and effort. Englewood Cliffs, NJ: Prentice-Hall.
- ↑ Nuyens, F. M., Kuss, D. J., Lopez-Fernandez, O., & Griffiths, M. D. (2019). The potential interaction between time perception and gaming: A narrative review (PDF). International Journal of Mental Health and Addiction, 1-21.
- ↑ Custodero, L. A. (2002). Seeking challenge, finding skill: Flow experience and music education. Arts education policy review, 103(3), 3-9.
- ↑ Fong, C. J., Zaleski, D. J., & Leach, J. K. (2015). The challenge-skill balance and antecedents of flow: A meta-analytic investigation 互聯網檔案館嘅歸檔,歸檔日期2021年4月22號,. (PDF). The Journal of Positive Psychology, 10(5), 425-446.
- ↑ Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. Jossey-Bass. p. 10.
- ↑ Tozman, T., Magdas, E. S., MacDougall, H. G., & Vollmeyer, R. (2015). Understanding the psychophysiology of flow: A driving simulator experiment to investigate the relationship between flow and heart rate variability. Computers in Human Behavior, 52, 408-418.
- ↑ Hunicke, R. (2005, June). The case for dynamic difficulty adjustment in games (PDF). In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp. 429-433).
- ↑ Fraser, J., Katchabaw, M., & Mercer, R. E. (2014). A methodological approach to identifying and quantifying video game difficulty factors (PDF). Entertainment Computing, 5(4), 441-449.
- ↑ Spronck, P., Sprinkhuizen-Kuyper, I., & Postma, E. (2004, November). Difficulty scaling of game AI 互聯網檔案館嘅歸檔,歸檔日期2019年8月19號,.. In Proceedings of the 5th International Conference on Intelligent Games and Simulation (GAME-on 2004) (pp. 33-37).
- ↑ Yannakakis, G. N., & Hallam, J. (2007). Towards optimizing entertainment in computer games. Applied Artificial Intelligence, 21(10), 933-971.
- ↑ Cruz, C. A., & Uresti, J. A. R. (2017). Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions. Entertainment Computing, 20, 11-24. p .6-7.
拎
編輯- (香港繁體) 【心流 Flow】廣東話讀書精華,YouTube 視頻講心流相關嘅書。
- (英文) 活喺心流當中
- (英文) 點樣設計令人進入心流嘅體驗