
Well, for me Flow has variously been found in karate, city centre bicycle couriering, trail-less hill walking, programming, writing papers, and games. Computer, team, physical, mental, solitary or social, competitive or cooperative. Games are just a great way to achieve a state of highly optimal psycho-physiological being. Not all games, maybe not even most games. Well, maybe most games, for me. Maybe most because I only play the ones that survive the critical weeding out of mass-consumption. But in any event, they seem to me to belong to a class of activity that almost singularly well enables Flow. Whatever the bounds of this class of activity (and I don't think I'll attempt a definition of those bounds any time soon), games fall within it unless their design is broken. And falling within it, they provide a 'shortcut' to Flow that is a pointer to a revolution of the self for every individual that can see the path. For as Csikszentmihalyi says, "those who are in Flow most often tend to have more positive experiences in the rest of their lives".
Why does this class of activity more easily lead to a Flow experience? If Flow, as its primogenitor claims, is a "panhuman phenomenon" recognised the world over and found in almost any activity, then surely no single type of activity will facilitate Flow more easily than another? Well, it is this very universality that allows me to reason that Flow must be a part of our evolutionary heritage, and thus its manifestation will be a uniform cognitive event, no matter the individual or activity. Csiks' even posits something similar, when he says "the universality of Flow might be accounted for by the fact that it is a connection that evolution has built into our nervous system".
If this is the case, then it is logical that the 'connection in the nervous system' - which I would describe as a cognitive/emotional state - can be approached more quickly by pursuing an activty that requires a similar cognitive state to be assumed. Games require this from the player, they incorporate an element of the imperative in that they force the participant to follow certain rules, to observe certain formalities and ultimately
assume a certain state of mind.
This may not be a mind-blowing observation to anyone who's read enough on the topic to follow the implicit references, but it's the
why of it thats really interesting. What could it be about games that incites Flow - structure, mechanics, constituative/operational/implicit rules, cute graphics? Any takers on a complete explanation or dire refutation, please - talk to me baby :D