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Ergebnisse 2 Einträge

  • The flow state - an experience of complete absorption in an activity - is linked with less self-referential processing and increased arousal. We used the heart-evoked potential (HEP), an index representing brain-heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were absorbed in the game, the less they thought about time and the faster time passed subjectively. On the cortical level, the fronto-central HEP amplitude was significantly lower while playing the game compared to resting states before and after the game, reflecting less self-referential processing while playing. This HEP effect corresponded with lower activity during gameplay in brain regions contributing to interoceptive processing. The HEP amplitude predicted the level of absorption in the game. While the HEP amplitude was overall lower during the gaming session than during the resting states, within the gaming session the amplitude of HEP was positively associated with absorption. Since higher absorption was related to higher performance in the game, the higher HEP in more absorbed individuals reflects more efficient brain-heart interaction, which is necessary for efficient game play. On the physiological level, a higher level of flow was associated with increased overall sympathetic activity and less inhibited parasympathetic activity toward the end of the game. These results are building blocks for future neurophysiological assessments of flow.

  • We report results of an acoustic duration reproduction task with stimulus duration of 2, 4, and 6 s, using 45 emotionally negative, positive, and neutral sounds from the International Affective Digitized Sounds System, in a sample of 31 young healthy participants. To investigate the influence of induced emotions on perceived duration, the effects of emotional modulation were quantified in two ways: (1) via model-free indices (aggregated ratios of reproduced times), and (2) via dual klepsydra model (dkm)-based estimates of parameters of internal time representation. Both data-analytic approaches reveal an effect of emotional valence/arousal, namely, a significantly longer reproduction response for emotional stimuli than for the neutral stimuli. The advantage of the dkm-based approach is its ability to disentangle stimulus-related effects, which are represented by "flow intensities," from general effects which are due to the lossy character of temporal integration. We explain the rationale of the dkm-based strategy and interpret the observed effect within the dkm-framework as transient increase of internal "flows." This interpretation is in line with recent conceptualizations of an "embodiment" of time where the model-posited flows correspond to the ongoing stream of interoceptive (bodily) neural signals. Neurophysiological findings on correlations between the processing of body signals and the perception of time provide cumulative evidence for this working hypothesis.

Last update from database: 04.06.25, 15:35 (UTC)