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February 12, 2026Cognition & Emotion0 citations

In the mood for flow: mood intervention effects on flow experiences

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BTBirte A. K. ThissenMLMark LustigMBMoritz Burghardt

Key Points

  • The study aims to investigate the effect of mood induction on flow experiences during gameplay.
  • Conducted an online experiment with 280 participants playing Tetris.
  • Participants underwent a randomized mood intervention viewing positive, negative, or neutral images.
  • Flow was measured through self-reports after each round of gameplay.
  • Used linear mixed modelling to analyze the interaction between mood and flow scores.
  • Participants in the positive mood group reported higher flow scores post-intervention.
  • A significant interaction was observed between mood intervention and flow measurement points.
  • The findings suggest a causal relationship between positive mood and flow experiences.

Abstract

Flow is an intrinsically enjoyable state of complete engagement with an activity. The current study was aimed at testing mood induction as a novel flow intervention. In an online experiment, N = 280 participants played the computer game Tetris twice while undergoing a randomised between-subjects mood intervention (viewing pictures of either positive, negative, or neutral valence) in between both rounds. Flow was measured via self-reports after each round of Tetris, and linear mixed modelling was employed to test the interaction effect of measurement point and mood intervention on flow. Results confirmed a significant interaction, driven by higher post-intervention flow scores in the positive group. These results demonstrate a causal effect of mood on flow, which goes beyond the correlational or reverse relationships that have been reported to date. Moreover, they represent a promising starting point for flow interventions that employ positive mood induction.

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Cite This Study

Thissen et al. (2026) studied this question.

synapsesocial.com/papers/698d6d695be6419ac0d524bfhttps://doi.org/10.1080/02699931.2026.2626448
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