Abstract
Embodied interaction (EI) is a body-based interactive paradigm that has the potential to enhance the flow experience in virtual reality (VR). To examine this hypothesis, this paper distinguishes three common types of EI in VR, namely body-based, tangible, and avatar-based EI. In empirical studies 1–3, three comparative experiments were carried out to examine the respective effects of these EI modes on flow experience. Subjective and physiological data (e.g., electrodermal activity, etc.) from studies 1–2 show that the use of body-based and tangible EI leads to the enhancement of physiological arousal (an important indicator of concentration) and flow experience. Study 3 reveals the effect of avatar-based EI on flow experience. Using a high-ownership avatar is found to enhance the sense of presence and involvement, which then improves flow. This effect is only for experienced users, showing a moderating effect. The mechanism of these positive effects requires further clarification.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.Data availability
The datasets generated during and/or analyzed during the current study are available from the corresponding author on reasonable request.
References
Antle A, Corness G, Droumeva M (2009) Human–computer–intuition? Exploring the cognitive basis for intuition in embodied interaction. Int J Arts Technol 2(3):235–254. https://doi.org/10.1504/IJART.2009.028927
Aymerich-Franch L, Kizilcec R, Bailenson J (2014) The relationship between virtual self similarity and social anxiety. Front Hum Neurosci 8:944. https://doi.org/10.3389/fnhum.2014.00944
Bai X, Billinghurst M, Zhang S, Han D, Sun M, Wang Z, Lv H, Han S (2020) Haptic feedback helps me? A VR-SAR remote collaborative system with tangible interaction. Int J Hum-Comput Interact 36(13):1242–1257. https://doi.org/10.1080/10447318.2020.1732140
Bakker S, Antle A, van den Hoven E (2011) Embodied metaphors in tangible interaction design. Pers Ubiq Comput 16(4):433–449. https://doi.org/10.1007/s00779-011-0410-4
Baumgartner T, Speck D, Wettstein D, Masnari O, Beeli G, Jänck L (2008) Feeling present in arousing virtual reality worlds: prefrontal brain regions differentially orchestrate presence experience in adults and children. Front Hum Neurosci 2:8. https://doi.org/10.3389/neuro.09.008.2008
Berta R, Bellotti F, De Gloria A, Pranantha D, Schatten C (2013) Electroencephalogram and physiological signal analysis for assessing flow in games. IEEE Trans Comput Intell AI Games 5(2):164–175. https://doi.org/10.1109/TCIAIG.2013.2260340
Bian Y, Yang C, Gao F, Li H, Zhou S, Li H, Sun X, Meng X (2016) A framework for physiological indicators of flow in VR games: construction and preliminary evaluation. Pers Ubiq Comput 20:821–832. https://doi.org/10.1007/s00779-016-0953-5
Bian Y, Yang C, Zhou C, Liu J, Gai W, Meng X, Tian F, Shen C (2018) Exploring the weak association between flow experience and performance in virtual environments. In: Proceedings of the 2018 CHI conference on human factors in computing systems (CHI'18), Paper 401. Association for Computing Machinery, New York, NY, USA, pp 1–12. https://doi.org/10.1145/3173574.3173975
Bian Y, Zhou C, Chen Y, Zhao Y, Liu J, Yang C (2020) The role of the field dependence-independence construct on the flow-performance link in virtual reality. In: Proceedings of the symposium on interactive 3D graphics and games (I3D), Article No. 17. Association for Computing Machinery, San Francisco, CA, USA, pp 1–9. https://doi.org/10.1145/3384382.3384529
Bian Y, Zhou C, Liu J, Geng W, Shi Y (2022) The effect of reducing distraction on the flow-performance link in virtual experiential learning environment. Virtual Real 66:1–14. https://doi.org/10.1007/s10055-021-00621-3
Calvo-Porral C, Faina A, Mengotti M (2016) Exploring technology satisfaction: an approach through the flow experience. Comput Hum Behav 66:400–408. https://doi.org/10.1016/j.chb.2016.10.008
Csikszentmihalyi M (1990) Flow: the psychology of optimal experience. Harper & Row
Csikszentmihalyi M (2000) Beyond boredom and anxiety. Jossey-Bass
Cumming J, Olphin T, Law M (2016) Self-reported psychological states and physiological responses to different types of motivational general imagery. J Sport Exerc Psychol 29(5):629–644. https://doi.org/10.1123/jsep.29.5.629
Cummings J, Bailenson J (2015) How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychol 19(2):1–38. https://doi.org/10.1080/15213269.2015.1015740
Daiber F, Schöning J, Krüge A (2009) Whole body interaction with geospatial data. In: Proceedings of international symposium on smart graphics (SG 2009). Springer, Berlin, pp 81–92. https://doi.org/10.1007/978-3-642-02115-2_7
Davies AC, Radford AN, Nicol CJ (2014) Behavioural and physiological expression of arousal during decision-making in laying hens. Physiol Behav 123:93–99. https://doi.org/10.1016/j.physbeh.2013.10.008
Djajadiningrat T, Wensveen S, Frens J, Overbeeke K (2004) Tangible products: redressing the balance between appearance and action. Pers Ubiq Comput 8:294–309. https://doi.org/10.1007/s00779-004-0293-8
Dörner R, Göbel S, Kickmeier-Rust M, Masuch M, Zweig K (2016) Content generation for serious games. In: Entertainment computing and serious games: international GI-Dagstuhl seminar 15283, Dagstuhl Castle, Germany, July 5–10, 2015, Revised Selected Papers. Springer
Dourish P (2004) Where the action is: The foundations of embodied interaction. MIT Press
Fu FL, Su RC, Yu SC (2009) EGameFlow: a scale to measure learners’ enjoyment of e-learning games. Comput Educ 52(1):101–112. https://doi.org/10.1016/j.compedu.2008.07.004
Gai W, Lin C, Yang C, Bian Y, Shen C, Meng X, Wang L, Liu J, Dong M, Niu C (2017) Supporting easy physical-to-virtual creation of mobile VR maze games: a new genre. In: Proceedings of the 2017 CHI conference on human factors in computing systems (CHI'17). Association for Computing Machinery, New York, NY, USA, pp 5016–5028. https://doi.org/10.1145/3025453.3025494
Goldin-Meadow S, Nusbaum H, Kelly SD, Wagner S (2001) Explaining math: gesturing lightens the load. Psychol Sci 12(6):516–522. https://doi.org/10.1111/1467-9280.00395
Harmat L, de Manzano O, Theorell T, Högman L, Fischer H, Ullén F (2015) Physiological correlates of the flow experience during computer game playing. Int J Psychophysiol 97(1):1–7. https://doi.org/10.1016/j.ijpsycho.2015.05.001
Hornecker E (2011) The role of physicality in tangible and embodied interactions. Interactions 18(2):19–23. https://doi.org/10.1145/1925820.1925826
Hornecker E, Buur J (2006) Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of the SIGCHI conference on human factors in computing systems (CHI'06). Association for Computing Machinery, New York, NY, USA, pp 437–446. https://doi.org/10.1145/1124772.1124838
Hurtienne J, Israel JH (2007) Image schemas and their metaphorical extensions: intuitive patterns for tangible interaction. In: Proceedings of the 1st international conference on Tangible and embedded interaction (TEI'07). Association for Computing Machinery, New York, NY, USA, pp 127–134. https://doi.org/10.1145/1226969.1226996
Ishii H, Ullmer B (1997) Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI conference on human factors in computing systems (CHI'97). Association for Computing Machinery, New York, NY, USA, pp 234–241. https://doi.org/10.1145/258549.258715
Jennett C, Cox AL, Cairns P, Dhoparee S et al (2008) Measuring and defining the experience of immersion in games. Int J Hum-Comput Stud 66(9):641–661. https://doi.org/10.1016/j.ijhcs.2008.04.004
Jin S-AA (2011) “I Feel Present. Therefore, I Experience Flow:” A structural equation modeling approach to flow and presence in video games. J Broadcast Electron Media 55(1):114–136. https://doi.org/10.1080/08838151.2011.546248
Johnson M (2013) The body in the mind: the bodily basis of meaning, imagination, and reason. University of Chicago Press
Kahneman D (2003) Nobel prize lecture: maps of bounded rationality: a perspective on intuitive judgment and choice. Nobel Prizes 2002: Nobel Prizes, presentations, biographies, and lectures, pp 416–499
Lackey SJ, Salcedo JN, Szalma JL, Hancock PA (2016) The stress and workload of virtual reality training: the effects of presence, immersion and flow. Ergonomics 59(8):1060–1072. https://doi.org/10.1080/00140139.2015.1122234
Marsh HW, Jackson SA (1999) Flow experience in sport: construct validation of multidimensional, hierarchical state and trait responses. Struct Equ Model 6:343–371
Marshall P, Antle A, Van Den Hoven E, Rogers Y (2013) Introduction to the special issue on the theory and practice of embodied interaction in HCI and interaction design. ACM Trans Comput–Hum Interact 20(1):3. https://doi.org/10.1145/2442106.2442107
Matulic F, Engeln L, Träger C, Dachselt R (2016) Embodied interactions for novel immersive presentational experiences. In: Proceedings of the 2016 CHI conference extended abstracts on human factors in computing systems (CHI EA'16). Association for Computing Machinery, New York, NY, United States, pp 1713–1720. https://doi.org/10.1145/2851581.2892501
Maurer B (2016) Embodied interaction in play: body-based and natural interaction in games. In: Entertainment computing and serious games: international GI-Dagstuhl seminar 15283, Dagstuhl Castle, Germany, July 5–10, 2015, Revised Selected Papers. vol 9970. Springer, Cham, pp 378–401. https://doi.org/10.1007/978-3-319-46152-6
Michailidis L, Balaguer-Ballester E, He X (2018) Flow and immersion in video games: the aftermath of a conceptual challenge. Front Psychol 9:1–8. https://doi.org/10.3389/fpsyg.2018.01682
Nacke LE, Lindley CA (2009) Affective ludology, flow and immersion in a first-person shooter: measurement of player experience. J Can Game Stud Assoc. arXiv:1004.0248
Nowak K, Rauh C (2005) The influence of the avatar on online perceptions of anthropomorphism, androgyny, credibility, homophily, and attraction. Commun J Comput-Mediat Commun 11(1):153–178. https://doi.org/10.1111/j.1083-6101.2006.tb00308.x
Ohyama S, Nishiike S, Watanabe H, Matsuoka K, Akizuki H, Takeda N, Harada T (2007) Autonomic responses during motion sickness induced by virtual reality. Auris Nasus Larynx 34(3):303–306. https://doi.org/10.1016/j.anl.2007.01.002
Pan Y, Steed A (2019) How foot tracking matters: the impact of an animated self-avatar on interaction, embodiment and presence in shared virtual environments. Front Robot AI 6:104. https://doi.org/10.3389/frobt.2019.00104
Parmar D, Bertrand J, Babu S, Madathil KC, Zelaya M, Wang T, Wagner J, Gramopadhye A, Frady K (2016) A comparative evaluation of viewing metaphors on psychophysical skills education in an interactive virtual environment. Virtual Real 20(3):141–157. https://doi.org/10.1007/s10055-016-0287-7
Peifer C, Schulz A, Schächinger H, Baumann N, Antoni CH (2014) The relation of flow-experience and physiological arousal under stress can u shape it? Commun J Exp Soc Psychol 53:62–69. https://doi.org/10.1016/j.jesp.2014.01.009
Pfeifer R, Bongard J (2006) How the body shapes the way we think: a new view of intelligence. MIT Press
Qin P, Yang C, Li H, Bian Y, Wang Q, Liu J, Wang Y, Meng X (2017) Virtual reality shooting recognition device and system using MEMS sensor. Commun Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/j Comput Aided Des Comput Graph 29(11):2083–2090
Schaik P, Vallance M (2012) Measuring flow experience in an immersive virtual environment for collaborative learning. J Comput Assist Learn 28(4):350–365. https://doi.org/10.1111/j.1365-2729.2011.00455.x
Schiepe-Tiska A, Engeser S (2012) Advances in flow research. Springer, flow in nonachievement situations. https://doi.org/10.1007/978-1-4614-2359-1
Sharlin E, Watson B, Kitamura Y, Kishino F, Itoh Y (2004) On tangible user interfaces, humans and spatiality. Pers Ubiq Comput 8(5):338–346. https://doi.org/10.1007/s00779-004-0296-5
Sjölie D (2014) Measuring presence in the simulating brain. In: Interacting with presence, pp 46–56
Skulmowski A, Pradel S, Khnert T, Brunnett G, Rey GD (2016) Embodied learning using a tangible user interface: the effects of haptic perception and selective pointing on a spatial learning task. Comput Educ 92–93:64–75. https://doi.org/10.1016/j.compedu.2015.10.011
Slater M, Perez-Marcos D, Ehrsson HH, Sanchez-Vives M (2009) Inducing illusory ownership of a virtual body. Commun Front Neurosci 3(2):214–220. https://doi.org/10.3389/neuro.01.029.2009
Steed A, Pan Y, Zisch F, Steptoe W (2016) The impact of a self-avatar on cognitive load in immersive virtual reality. In: Proceedings of the 2016 IEEE virtual reality (VR). Greenville, SC, pp 67–76
Su Y-S, Chiang W-L, Lee C-TJ, Chang H-C (2016) THE effect of flow experience on player loyalty in mobile game application. Comput Hum Behav 63:240–248. https://doi.org/10.1016/j.chb.2016.05.049
Sun X, Wang Y, de Melo G, Gai W, Shi Y, Zhao L, Bian Y, Liu J, Yang C, Meng X (2017) Enabling participatory design of 3D virtual scenes on mobile devices. In: Proceedings of the 26th international conference on World Wide Web companion (WWW'17). Perth, Australia, pp 473–482. https://doi.org/10.1145/3041021.3054173
Sweetser P, Wyeth P (2005) GameFlow: a model for evaluating player enjoyment in games. Comput Entertain Comput Entertain 3(3):3. https://doi.org/10.1145/1077246.1077253
Terrenghi L, Kirk D, Sellen A, Izadi S (2007) Affordances for manipulation of physical versus digital media on interactive surfaces. In: Proceedings of the SIGCHI conference on human factors in computing systems (CHI'07). Association for Computing Machinery, New York, NY, USA, pp 1157–1166. https://doi.org/10.1145/1240624.1240799
Tozman T, Magdas ES, MacDougall HG, Vollmeyer R (2015) Understanding the psychophysiology of flow: a driving simulator experiment to investigate the relationship between flow and heart rate variability. Comput Hum Behav 52:408–418. https://doi.org/10.1016/j.chb.2015.06.023
Triberti S, Serino S, Argenton L, Riva G (2015) Being in an Avatar: action and embodiment in a digital me. In: Editor annual review of CyberTherapy and Telemedicine 2015: virtual reality in healthcare: medical simulation and experiential interface. IOS Press BV, Amsterdam, Netherlands, pp 107–111. https://doi.org/10.3233/978-1-61499-595-1-107
Ullmer B, Ishii H (2000) Emerging frameworks for tangible user interfaces. IBM Syst J 39(34):915–931. https://doi.org/10.1147/sj.393.0915
Vecera SP, Rizzo M (2003) Spatial attention: normal processes and their breakdown. Neurol Clin 21(3):575–607. https://doi.org/10.1016/S0733-8619(02)00103-2
Wang CC, Hsu MC (2014) An exploratory study using inexpensive electroencephalography (EEG) to understand flow experience in computer-based instruction. Inf Manag 51(7):912–923. https://doi.org/10.1016/j.im.2014.05.010
Weibel D, Wissmath B (2011) Immersion in computer games: the role of spatial presence and flow. Int J Comput Games Technol 14:66. https://doi.org/10.1155/2011/282345
Won A, Tataru C, Cojocaru C, Krane E, Bailenson J, Niswonger S, Golianu B (2015) Two virtual reality pilot studies for the treatment of pediatric CRPS. Commun Pain Med 16(8):1644–1647. https://doi.org/10.1111/pme.12755
Zhang T, Li Y-T, Wachs JP (2016) The effect of embodied interaction in visual-spatial navigation. ACM Trans Interact Intell Syst 7(1):Article 3. https://doi.org/10.1145/2953887
Zhou C, Li H, Bian Y (2020) Identifying the optimal 3d display technology for hands-on virtual experiential learning: a comparison study. IEEE Access 8:73791–73803
Zuckerman O, Arida S, Resnick M (2005) Extending tangible interfaces for education: digital montessori-inspired manipulatives. In: Proceedings of the SIGCHI conference on human factors in computing systems (CHI'05). Association for Computing Machinery, New York, NY, USA, pp 859–868. https://doi.org/10.1145/1054972.1055093
Acknowledgment
The authors would like to thank the editor and the anonymous reviewers for their valuable comments on earlier drafts of this paper. The authors thank Pu Qin for the help in preparing the experiment. This work is supported by the National Natural Science Foundation of China (61972233;62277035;62007021); the postdoctoral research foundation of china (2021TQ0178), Young Scholars Program of Shandong University,Weihai (20820211005) and Special Project of Science and Technology Innovation Base of Key Laboratory of Shandong Province for Software Engineering (11480004042015).
Author information
Authors and Affiliations
Corresponding authors
Ethics declarations
Conflict of interest
The authors declare that they have no conflict of interest.
Ethics statement
The study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Ethics Committee of The Jining First People's Hospital, China. Written consent was obtained from all participants.
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Bian, Y., Zhou, C., Gai, W. et al. The effect of embodied interaction designs on flow experience: examination in VR games. Virtual Reality 27, 1549–1565 (2023). https://doi.org/10.1007/s10055-023-00758-3
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10055-023-00758-3