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Skip search results from other journals and go to results- 5 JMIR Serious Games
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For the measurement of flow experience, the effectiveness of the Flow State Scale 2 (FSS2), the Dispositional Flow Scale 2, flow distance (FD), EGame Flow, and the Game Experience Questionnaire have been confirmed [24,51]. Among them, FD can be divided into 3 levels to distinguish the current state of experience: anxiety, flow, and boredom [52].
For flow during exercise, an electroencephalogram is often used to investigate the influence of music tempo (fast, slow, or no music control) on flow.
JMIR Serious Games 2025;13:e53045
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The meeting of these needs is often a precursor of a flow state, a crucial yet often overlooked feature of serious games. Flow is a cognitive state characterized by absolute attention toward an optimally challenging task and the fluency of one’s actions, seemingly without conscious thought [57-59]. Notably, high rates of flow are associated with a willingness to return and repeat an activity [25,59-61], critical in education where rehearsal facilitates the committing of new knowledge into long-term memory.
JMIR Serious Games 2024;12:e54703
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Therefore, providers are looking at all opportunities to increase capacity and productivity to better understand and improve the flow of patients through care systems and to evaluate the performance of their services.
The Talking Therapies treatment model is based on the principle of stepped care, which is the approach recommended by the National Institute for Health and Care Excellence (NICE) [7].
JMIR Ment Health 2024;11:e53894
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A recent study highlighted the impact of flow in the context of physical exercise; it showed that flow is closely associated with intention for sustainable use of Wii Fit or smartphone-based fitness apps [17].
Previous studies have shown that VR technology is effective in creating a state of flow because of its flow sensory and physical affordances [13,18,19].
JMIR Serious Games 2023;11:e49080
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Overview of the mixed methods study design, wherein collection of quantitative data comprised the Flow Short Scale and qualitative data was comprised of transcriptions from the focus group discussions.
After the intervention, the Flow Short Scale (FSS) was administered; this scale is a 13-item measure, with items rated on a 7-point Likert scale ranging from 1 (“not at all”) to 7 (“very much”).
JMIR Serious Games 2022;10(1):e33282
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Team Building Through Team Video Games: Randomized Controlled Trial
(H3) Appropriate challenge has a positive effect on flow.
The positive effects of flow have been observed in prior research [59-61]. As flow increases, team performance should increase [52,53] because flow represents deep engagement and focus on the task at hand [62]. The strongest outcome of flow in the model by Agarwal and Karahanna [62] was the effect on perceived ease of use. Such a finding suggests that when we experience flow, we perceive the task at hand to be easier to accomplish.
JMIR Serious Games 2021;9(4):e28896
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