Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Video Games in the Present Moment: F...
~
Day, Tom.
Linked to FindBook
Google Book
Amazon
博客來
Video Games in the Present Moment: Flow, Mind-wandering, and Interoception.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Video Games in the Present Moment: Flow, Mind-wandering, and Interoception./
Author:
Day, Tom.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
86 p.
Notes:
Source: Dissertations Abstracts International, Volume: 81-11, Section: B.
Contained By:
Dissertations Abstracts International81-11B.
Subject:
Multimedia communications. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27961488
ISBN:
9798643181910
Video Games in the Present Moment: Flow, Mind-wandering, and Interoception.
Day, Tom.
Video Games in the Present Moment: Flow, Mind-wandering, and Interoception.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 86 p.
Source: Dissertations Abstracts International, Volume: 81-11, Section: B.
Thesis (Ph.D.)--Michigan State University, 2020.
This item must not be sold to any third party vendors.
Flow theory of optimal experiences was first introduced by Csikszentmihalyi in 1975. It has been debated whether an individual's attention is focused or unfocused while in the flow state. Newer research suggests that attention is intensely focused during the flow state. This coincides nicely with another thread of attentional research: interoception. Interoception is the process of listening, understanding, and interpreting signals coming from the body. The opposite of interoception is mind-wandering. Together, interoception and mind-wandering are ways of characterizing quality of attention. This manuscript looks to link quality of attention (interoceptive awareness and mind-wandering) while playing a video game with quality of experience (flow and spatial presence). Specifically, the study links classic flow theory and virtual worlds presence (another construct associated with optimal experiences in virtual worlds) with neuroscience research on interoception and mind-wandering. The study consists of a 2 (primed for interoceptive awareness or primed for mind-wandering) by 2 (virtual reality or high-definition television) between subject design. Gaming performance and virtual reality (VR) technologies are stereotypically masculine, while interoceptive awareness is stereotypically feminine. Interaction effects of gender were considered throughout the analysis.Results confirm relationships between quality of attention and quality of experience. Specifically, interoceptive awareness while playing a video game had a positive relationship with both flow and spatial presence. The numerous significant interaction effects of gender illuminate more detailed, complex understandings. Among males, using a virtual reality headset strongly resulted in much higher performance. But among females, display modality did not appear to impact game performance. Priming for interoceptive awareness was linked to higher performance among female players and lower performance among male players. Among females, priming interoceptive awareness increased mind-wandering during gameplay in VR and decreased mind-wandering during gameplay in HDTV. This study served as a first step towards understanding relationships between quality of attention with quality of experience, indicating that the relationships may be moderated by gender.
ISBN: 9798643181910Subjects--Topical Terms:
590562
Multimedia communications.
Subjects--Index Terms:
Flow
Video Games in the Present Moment: Flow, Mind-wandering, and Interoception.
LDR
:03483nmm a2200373 4500
001
2270274
005
20200921070810.5
008
220629s2020 ||||||||||||||||| ||eng d
020
$a
9798643181910
035
$a
(MiAaPQ)AAI27961488
035
$a
AAI27961488
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Day, Tom.
$3
3547648
245
1 0
$a
Video Games in the Present Moment: Flow, Mind-wandering, and Interoception.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2020
300
$a
86 p.
500
$a
Source: Dissertations Abstracts International, Volume: 81-11, Section: B.
500
$a
Advisor: Heeter, Carrie.
502
$a
Thesis (Ph.D.)--Michigan State University, 2020.
506
$a
This item must not be sold to any third party vendors.
520
$a
Flow theory of optimal experiences was first introduced by Csikszentmihalyi in 1975. It has been debated whether an individual's attention is focused or unfocused while in the flow state. Newer research suggests that attention is intensely focused during the flow state. This coincides nicely with another thread of attentional research: interoception. Interoception is the process of listening, understanding, and interpreting signals coming from the body. The opposite of interoception is mind-wandering. Together, interoception and mind-wandering are ways of characterizing quality of attention. This manuscript looks to link quality of attention (interoceptive awareness and mind-wandering) while playing a video game with quality of experience (flow and spatial presence). Specifically, the study links classic flow theory and virtual worlds presence (another construct associated with optimal experiences in virtual worlds) with neuroscience research on interoception and mind-wandering. The study consists of a 2 (primed for interoceptive awareness or primed for mind-wandering) by 2 (virtual reality or high-definition television) between subject design. Gaming performance and virtual reality (VR) technologies are stereotypically masculine, while interoceptive awareness is stereotypically feminine. Interaction effects of gender were considered throughout the analysis.Results confirm relationships between quality of attention and quality of experience. Specifically, interoceptive awareness while playing a video game had a positive relationship with both flow and spatial presence. The numerous significant interaction effects of gender illuminate more detailed, complex understandings. Among males, using a virtual reality headset strongly resulted in much higher performance. But among females, display modality did not appear to impact game performance. Priming for interoceptive awareness was linked to higher performance among female players and lower performance among male players. Among females, priming interoceptive awareness increased mind-wandering during gameplay in VR and decreased mind-wandering during gameplay in HDTV. This study served as a first step towards understanding relationships between quality of attention with quality of experience, indicating that the relationships may be moderated by gender.
590
$a
School code: 0128.
650
4
$a
Multimedia communications.
$3
590562
650
4
$a
Neurosciences.
$3
588700
653
$a
Flow
653
$a
Interoception
653
$a
Mind-wandering
653
$a
Presence
653
$a
Video games
653
$a
Virtual reality
690
$a
0558
690
$a
0317
710
2
$a
Michigan State University.
$b
Information and Media - Doctor of Philosophy.
$3
3278866
773
0
$t
Dissertations Abstracts International
$g
81-11B.
790
$a
0128
791
$a
Ph.D.
792
$a
2020
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27961488
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9422508
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login