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Online experiment shows mood induction improves flow experiences in participants, suggesting new intervention strategies.
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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Thissen et al. (2026) studied this question.
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