Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study

被引:43
作者
Brom, Cyril [1 ]
Buchtova, Michaela [1 ,2 ]
Sisler, Vit [1 ]
Dechterenko, Filip [1 ]
Palme, Rupert [3 ]
Glenk, Lisa Maria [4 ]
机构
[1] Charles Univ Prague, Fac Math & Phys, Prague 11800, Czech Republic
[2] Charles Univ Prague, Fac Arts, Prague 15800 5, Czech Republic
[3] Univ Vet Med Vienna, Inst Med Biochem, Dept Biomed Sci, A-1210 Vienna, Austria
[4] Univ Vienna, Med Univ Vienna, Univ Vet Med Vienna, Messerli Res Inst, A-1210 Vienna, Austria
关键词
Digital game-based learning; Flow; PANAS; Social interaction anxiety; Cortisol; HPA AXIS RESPONSES; INSTRUCTIONAL-TECHNOLOGY; PSYCHOSOCIAL STRESS; MEMORY RETRIEVAL; NEGATIVE AFFECT; SEX-DIFFERENCES; ELEVATIONS; CHALLENGE; COMPETITIVENESS; PERFORMANCE;
D O I
10.1016/j.compedu.2014.07.001
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Serious games are supposed to instigate engagement and, in turn, improve learning. High engagement is frequently connected with a positive affective state and a high flow state. However, the alleged link between a learner's affective state, his/her flow state and learning outcomes has not been investigated in detail in the context of serious games. Even less information is available on how serious games may influence markers of physiological arousal. To fill this gap, participants of this exploratory study (N = 171) played one of the six different serious game-based treatments, while we measured their affect, flow, cortisol secretion and learning achievement. The treatments were supposed to generate different levels of engagement and cortisol responses, because some of them were designed for a single user, while others were team-based, featuring so-called social-evaluative threat (ST) components. Our results revealed that flow was positively related to positive affect and negatively to negative affect. While flow and positive affect were related to learning gains, almost no relationship between either of these three variables and cortisol levels was found. Negative affect and cortisol were elevated in social interaction anxious males in team-based conditions. This study contributes to the limited body of research on the relationship between engagement and learning in serious games. We provide new perspectives on the relationships between flow, positive/negative affect and cortisol. Our findings highlight the fact that team-based serious games with ST components may have adverse effects on learners, particularly males, with high social interaction anxiety. (C) 2014 Published by Elsevier Ltd.
引用
收藏
页码:69 / 100
页数:32
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