Tracking Flow in Real Time: Continuous Measurement of Game-Induced Flow in Virtual Reality.
Sura Genc, Elif Surer, Marc Wittmann, Tzvetan Popov, Bigna Lenggenhager
Psychophysiology April 1, 2026 DOI: 10.1111/psyp.70283 (opens in new tab) via PubMed
Summary
AI-generated from the abstractA new method allows people to report their flow experience continuously in real time by pressing a foot pedal while playing a video game in virtual reality. Forty participants played Thumper under two conditions, with and without the pedal, while their heart activity was recorded. Using the pedal did not interfere with their flow experience or heart-rate variability, and the real-time reports correlated with post-task questionnaires. Heart-rate variability analyses linked high-frequency HRV and the low-frequency/high-frequency ratio to perceived flow, suggesting parasympathetic activity and autonomic balance may contribute to the flow state.
Study at a glance
| Characteristics | Within-subjects experimental design Qualitative Peer reviewed |
|---|---|
| Sample size | 40 |
| Population | Participants |
| Keywords | Flow experience Heart rate variability Real‐time measurement Time perception |
| Key finding | Real-time foot-pedal reports of flow did not interfere with flow experience or heart-rate variability, and correlated with post-task flow ratings; heart-rate variability measures were associated with perceived flow. |
Abstract
Flow experience is characterized by becoming deeply absorbed in a task, by losing track of time, and diminished self-awareness. Psychological flow research typically involves the qualitative or quantitative assessment of flow states after the experience with questionnaires. This approach is limited, as post-task reports provide an overall assessment of the whole experience, but lack the temporal resolution required to analyze together with psychophysiological data and fail to capture flow as it unfolds in real time. We introduce a novel method that enables the continuous and real-time subjective measurement of flow. Forty participants indicated their perceived degree of flow by pressing a custom-made foot pedal (i.e., real-time report) while they engaged in a flow-inducing activity (i.e., playing the video game Thumper in virtual reality). They played the game under two conditions, one with the pedal and one without, while electrocardiogram (ECG) signals were recorded. After each condition, participants completed the validated Flow Short Scale (FSS) as a post-task report. Results support the hypotheses that interacting with the pedal did not interfere with: (a) participants' flow experience as measured with the FSS, (b) heart-rate variability (HRV), and (c) the pedal provided a reliable self-assessment of flow, as indicated by the correlation between real-time and post-task flow ratings. HRV analyses revealed evidence for associations between the high-frequency (HF)-HRV, the low-frequency (LF)/HF ratio, and perceived flow, suggesting that parasympathetic activity and autonomic balance may play a role in the flow experience. In conclusion, this proposed novel empirical method enables assessment of the temporal evolution of a flow experience and its potential links to psychophysiological indicators extending beyond HRV.