Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning

Anthony Faiola, Christine Newlon, Mark Pfaff, Olga Smyslova

Research output: Contribution to journalArticlepeer-review

210 Scopus citations

Abstract

Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies suggest that flow is encountered in an array of activities and places, including those in virtual worlds. The authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a better attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. These findings shed light on the complex interrelationships and interactions that lead to flow experience in virtual gameplay and learning, while engendering hope that learners, who experience flow, may acquire an improved attitude of learning online.

Original languageEnglish
Pages (from-to)1113-1121
Number of pages9
JournalComputers in Human Behavior
Volume29
Issue number3
DOIs
StatePublished - May 1 2013

Bibliographical note

Publisher Copyright:
© 2012 Elsevier Ltd

Keywords

  • Flow
  • Gaming
  • Human–computer interaction
  • Online learning
  • Telepresence
  • Virtual worlds

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • General Psychology

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