Exploring the Weak Association between Flow Experience and Performance in Virtual Environments
summary
Builds a theoretical model and runs 3 empirical studies to explain why flow often fails to boost performance in virtual environments. Study 1 compares Tai Chi training and a VR shooting game and finds flow raises self-reported experience but not task performance (expert evaluations and system logs). Study 2 uses a vehicle motion simulator driving game and shows flow significantly predicts performance after controlling prior experience. Study 3 modifies a VR tennis game, tests with 25 participants, and the redesign produces a significant flow–performance link.
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