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Updated: Aug 5, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Flow as a positive affective state with optimal activation: converging physiological and self-report evidence in
Morgane Pujol1, Loïc Caroux1, Alison Yang1
1CLLE Laboratory, University of Toulouse Jean Jaurès and CNRS, Toulouse, France.
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.
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