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A study involving [[video game]] performance showed that flow in participants (determined based on a self-report survey of flow characteristics) strongly correlated with performance in the game. A related study attempted to inhibit and induce flow by biasing the moods of participants. The experimenters found that flow could be inhibited by a negative mood, but could not be induced by a positive mood.<ref name="Moller"/>
"A person does not need to be told to pay attention to a stimulus that captures attention quickly and effortlessly."<ref name=Scneider /> In many cases, explicitly directing one's own or another's attention is necessary due to the presence of another stimulus that more easily captures attention. In the case of flow, however, an action that would normally grab one's attention is ignored, and many automatic processes are either suppressed (such as stimulus-driven attention changes) or ignored (such as discomfort.)
On the other hand, situations in which autonomy is encroached upon (for example, if the individual must always control his/her actions to abide by rules imposed by the task) are thought to inhibit flow.<ref name="Moller">Moller, A. C., Meier, B. P., & Wall, R. D. 2010. Developing an experimental induction of flow: Effortless action in the lab. In B. Bruya (Ed.), Effortless attention: A new perspective in the cognitive science of attention and action (pp. 191–204). Cambridge, MA: MIT Press.</ref> This implies that another requirement of flow is to be free from constraints that force controlled processes to be used. Additionally, several areas of research indicate that during a state of flow an otherwise-controlled process becomes automatic allowing it to behave dominant over all other automatic processes.
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