Flow as a positive affective state with optimal activation: converging physiological and self-report evidence in video games

Engaging experiences often occur when we are deeply absorbed in a challenging activity matching our skills-a state known as flow. Widely sought after in education, sports, and gaming, flow combines deep concentration with intrinsic enjoyment. Yet, its relationship with affective states remains debated. This study examined the relationship between flow and affect in video game players. Participants played a Tetris-like game under three difficulty conditions: too easy, optimal, and too difficult. Flow and affect were assessed through questionnaires, facial expressions, and physiological data (pupillometry, electrodermal activity, cardiac measures). The optimal condition was associated with the highest reported flow levels, increased positive affect, and moderate arousal. The too difficult condition triggered high arousal and negative affect, while the too easy condition showed low arousal. These results suggest that flow-related experiences may be associated with positive affective states, with implications for adaptive game design and player engagement monitoring.

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Publication Details

Journal
Ergonomics
Published
2026-08-03
DOI
https://doi.org/10.1080/00140139.2026.2701903
Primary Topic
Flow Experience in Various Fields
Type
article
Field-Weighted Citation Impact
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article

Flow as a positive affective state with optimal activation: converging physiological and self-report evidence in video games

Bastien Marchand, Céline Lemercier, Alison Yang, Loïc Caroux et al.
Ergonomics
Flow Experience in Various Fields
article

Flow as a positive affective state with optimal activation: converging physiological and self-report evidence in video games

Bastien Marchand, Céline Lemercier, Alison Yang, Loïc Caroux, Morgane Pujol
article en

Abstract

Engaging experiences often occur when we are deeply absorbed in a challenging activity matching our skills-a state known as flow. Widely sought after in education, sports, and gaming, flow combines deep concentration with intrinsic enjoyment. Yet, its relationship with affective states remains debated. This study examined the relationship between flow and affect in video game players. Participants played a Tetris-like game under three difficulty conditions: too easy, optimal, and too difficult. Flow and affect were assessed through questionnaires, facial expressions, and physiological data (pupillometry, electrodermal activity, cardiac measures). The optimal condition was associated with the highest reported flow levels, increased positive affect, and moderate arousal. The too difficult condition triggered high arousal and negative affect, while the too easy condition showed low arousal. These results suggest that flow-related experiences may be associated with positive affective states, with implications for adaptive game design and player engagement monitoring.

Ergonomics
Centre National de la Recherche Scientifique (FR), Université Toulouse - Jean Jaurès (FR)
Quality Education
Openalex Percentile: Top 4%
Flow Experience in Various Fields
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