Flow is the state people call being “in the zone”: total absorption in a hard task that somehow feels effortless. The psychologist Mihaly Csikszentmihalyi first set out the idea in 1975, and he found it by asking people rather than by measuring them.

He interviewed hundreds of experts across a wide spread of activities and heard the same pattern again and again. A rock climber described moving in harmony with something larger. A dancer talked of floating along. A writer said that sometimes the fingers, not the brain, did the work.

What the state feels like

After half a century of refinement, a perspective article in the Nature journal Communications Psychology gives the working definition. Flow is a rewarding absorption in a task, in which control feels effortless. Csikszentmihalyi’s own wording, quoted in a paper by Darius Parvizi-Wayne and colleagues, called it an “almost automatic, effortless, yet highly focused state of consciousness”.

Two features puzzle researchers. People in flow report losing awareness of themselves, yet they perform with obvious skill and control. And the state feels effortless even though only a demanding task brings it on.

That paper offered an answer from the theory of active inference. In their account, attention locks so tightly onto the unfolding task that planning for other possibilities shrinks. What fades is the sense of the self as an object to think about. A bodily, pre-reflective sense of self stays. They argue that self-awareness is never wholly lost in flow.

How the lab version works

Most experiments induce flow the same way. Researchers give people a task that is neither too easy nor too hard, with clear goals and instant feedback. They then compare the results against control tasks that are too easy or too hard. This is the “challenge skill balance” method, and the Communications Psychology authors note it has barely changed since the idea was born.

The tasks are often arcade games such as Tetris and Asteroid Impact, or arithmetic. Some studies have used shooting games such as Half-Life 2 and Call of Duty: Modern Warfare 2. Play in these studies lasts about 12 minutes on average.

Why the lab may miss it

That is a long way from Csikszentmihalyi’s climbers. The same authors argue that flow needs more than a matched challenge. People also need some freedom to choose the activity, a belief that they can manage it, and a reason to care about it. Experiments that test brain and body signals rarely meet those conditions.

The equipment is partly to blame. Neural and physiological recordings have mostly needed sterile laboratories, and movement corrupts the signals, so volunteers sit still in an unnatural setting. Portable imaging that tolerates movement, and better statistics, have arrived only recently. To push the field towards consistent results, the authors drew up a 24-item checklist for flow experiments.

What the brain may be doing

Some findings have already emerged from those constrained studies. Reviews have linked flow to the brain’s reward and dopamine systems, to attention and executive control, and to the default mode network.

Writing for Psychology Today, one columnist summarises studies reporting slower brainwaves during flow and reduced activity in the default mode network, the circuitry linked to thinking about oneself. The column also draws on Csikszentmihalyi’s point that flow depends on balance: too little stimulation fails, and so does too much.

Whether these findings describe the flow a climber feels on a rock face is the question the next round of portable, movement-friendly experiments has to answer.