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A cultural analysis of the impact of personalization game feature on students’ flow state

Bibliographic Data

ID21632590
AuthorsLin Zhong (0000-0003-2875-3461, Southern Illinois University, corresponding author), Jingxiang Zhou (Xihua University)
Year2025
Volume33
Issue8
Pages4770-4787
Publication date2025-09-14
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2025.2471899
OpenAlexW4408199953
LanguageEN
References cited37

The incorporation of personalization features in educational games has been implemented in diverse methods. However, the effectiveness of such features on students’ flow state necessitates further investigation as the existing literature has presented conflicting findings. Students’ cultural differences may be a contributing factor to these inconsistent results, but this aspect has received little attention in previous studies. To address this research gap, the present study examines how the personalization feature in educational games and students’ cultural differences affect students’ flow state. Results showed that the flow state was not influenced by either the personalization game feature or cultural differences. Gender was found to affect cultural differences in terms of attitudes toward time and perceptions of role distribution between genders. However, these cultural differences did not have an impact on students’ flow state during gameplay. Furthermore, a moderate correlation was observed between the flow state and the combined effect of the personalization game feature and cultural differences produced by gender. The findings provided explanations for why some studies reported a positive impact of the personalization feature on students’ flow state while others did not

Educational game · Human–computer interaction · Linguistics · Mathematics education · Multimedia · Personalization · World Wide Web · Computer Science · Education and Learning Interventions · Educational Games and Gamification · Flow Experience in Various Fields · Mathematics · Psychology

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Highly citedNo

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