Flow as a positive affective state with optimal activation: converging physiological and self-report evidence in video games

Ergonomics

Publié le 28 août 2026 Mis à jour le 28 août 2026

Morgane Pujol (CLLE), Loïc Caroux (CLLE), Alison Yang, Bastien Marchand & Céline Lemercier (CLLE)

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.
PRACTITIONER SUMMARY
When task difficulty matches a person’s skills, engagement and enjoyment may increase, contributing to flow experiences. In this study using a Tetris-like game, physiological and emotional data suggested that balanced challenges were associated with positive feelings and focus. These insights can guide adaptive systems to sustain motivation and prevent mental overload.

Publication: Taylor & Francis online
https://doi.org/10.1080/00140139.2026.2701903
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