Measuring Online Flow

Author(s):  
D. Aiken

Examination of the flow construct began almost twenty years ago. Csikszentmihalyi has written extensively on this notion loosely described as attaining an intrinsically enjoyable “optimal experience” (Csikszentmihalyi, 1977, 1990, 1997). Flow requires people to be completely and totally immersed in an activity. Time will stand still and nothing else will seem to matter (Mannell, et al., 1988). Flow is important because it has a relatively clear set of antecedents and consequences that have significant implications for web commerce. While flow has been studied in a broad range of contexts including sports, work, shopping, games, and computer use, researchers are only now beginning to study flow during consumer web navigations. Hoffman and Novak (1996) have ascribed the flow experience to web behavior, measuring the loss of self-consciousness in an essentially blissful encounter. In this situation, flow is defined as the state occurring during web navigations characterized by: (1) a seamless sequence of responses facilitated by interactivity, (2) an intrinsically enjoyable experience, (3) accompanied by a loss of self-consciousness that is (4) self-reinforcing (Hoffman and Novak, 1997). Web consumers who achieve the flow experience are so acutely involved in the act of online navigation that thoughts and perceptions not relevant to navigation are filtered out completely – the consumer is immersed in the computer-mediated interaction. Self-consciousness disappears, the consumer’s sense of time becomes distorted, and they achieve an internalized sense of gratification (Novak, et al., 2000).

1998 ◽  
Vol 65 (1) ◽  
pp. 37-44 ◽  
Author(s):  
Heather Emerson

Flow is a subjective psychological state which occurs when one is totally involved in an activity. Elements of the flow experience include the focusing of attention on a clear goal, a loss of self-consciousness, an altered sense of time, and a sense that the activity in itself is rewarding. Through a review of the literature, the author presents conditions linked to the experience of flow that pertain to traits of the person, properties of the activity, and the interaction between the two. The relevance of flow theory to occupational therapy and occupational science is discussed. Considerations for research on flow and occupation are outlined.


2018 ◽  
Vol 17 (2) ◽  
pp. 169
Author(s):  
Aceng Ruhendi Saifullah

Dalam dekade terakhir, kajian tentang  relasi bahasa, media, dan teknologi komunikasi telah menjadi kajian lintas disiplin yang menarik  perhatian para ahli dari berbagai disiplin ilmu. Lebih khusus, dalam kaitannya dengan kajian wacana  di Internet, penggunaan bahasa di Internet  dipandang sebagai pertanda lahirnya “new genre” sekaligus sebagai the state of the art dalam kajian wacana, yang dikenal sebagai kajian computer mediated discourse analysis (CMDA).  Dalam konteks perkembangan itu, kajian ini dimaksudkan untuk merumuskan model  analisis relasi bahasa dan Internet berbasis CMDA. Pertanyaannya, “sejauh mana paradigma CMDA  dapat dirumuskan sebagai model pengembangan analisis relasi bahasa dan Internet. Kajian ini menemukan, bahwa ragam bahasa di Internet tidak sepenuhnya menunjukkan ciri-ciri ragam tulis, akan tetapi cenderung menunjukkan ciri-ciri “ragam lisan yang dituliskan”. Di samping itu, ditemukan pula, bahwa konteks media dan konteks situasi komunikasi tampak berpengaruh secara signifikan dalam menentukan makna suatu tuturan di Internet.  Dengan demikian, paradigma CMDA dalam kajian wacana di Internet tampak relevan digunakan, terutama untuk mengindentifikasi ragam bahasa dan makna tuturan di Internet.Kata kunci: konteks media; konteks situasi komunikasi; Internet; computer mediated discourse analysis (CMDA)In the last decade, the study of language relations, media, and communications technology has become an interdisciplinary study that attracts the attention of experts from various disciplines. More specifically, in relation to the study of discourse on the Internet, the use of language on the Internet is seen as a sign of the birth of "new genre" as well as the state of the art in discourse studies, known as computer mediated discourse analysis (CMDA). In the context of this development, this study is intended to formulate models of analysis of language and Internet relationships based on CMDA. The question centers on the extent to which the CMDA paradigm can be formulated as a model for the development of language and Internet relation analysis. This study reveals that the variety of languages on the Internet does not fully show the characteristics of writing, but tends to show the characteristics of "written verbal". In addition, the analysis showed that the context of the media and the context of the communication situation seemed to have a significant effect on determining the meaning of a speech on the Internet. Thus, the CMDA paradigm in the study of discourse on the Internet seems relevant to use, especially to identify the variety of languages and meanings of speech on the Internet.Keywords: media context; context of communication situation; Internet; computer mediated discourse analysis (CMDA)


Author(s):  
Seyyed Alireza Hamedi ◽  
Seyyedeh Mina Hamedi ◽  
Seyyedeh Maryam Hamedi ◽  
Seyyedeh Massoumeh Hamedi

The present study aims at exploring the extent to which Critical Discourse Analysis (CDA) familiarity may have an impact on flow experience. In so doing, the community sample of 60 students comprising 16 males and 44 females participated in the study. Initially, the pretest was conducted to ensure the homogeneity of their proficiency level. Besides, the participants were asked to reflect on their flow experience while reading three distinct genres of journalistic texts prior to the application of the treatment. During the treatment phase, they were instructed how to critically examine other journalistic texts relying on Fairclough’s (1989) three dimensional model along with Van Dijk’s (1995) theoretical framework of CDA over 10 successive sessions. Finally, utilizing paired- samples  t-tests, the results of the posttests on the very three texts which were conducted at the pretest stage, indicated that the application of CDA  has a significant influence on the students’ optimal experience while reading descriptive, expository, and narrative genres of journalistic texts.


2021 ◽  
pp. 135676672110533
Author(s):  
Sezer Karasakal ◽  
Tahir Albayrak

Despite numerous studies investigating flow experience in the adventure tourism context, there is a lack of research concentrating on tourists’ flow experience during travel. This study aims to explore the relationships amongst destination attribute perceptions, flow experience (consisting of focus attention, time distortion, and loss of self-consciousness components), and satisfaction variables. By adapting a quantitative research method, 938 data were collected from British, German, and Russian tourists visiting Antalya, Turkey. The study results reveal that destination attribute perceptions significantly affect flow experience components, which influence tourist satisfaction. Theoretical and practical implications of the study findings are discussed, and some recommendations concerning future research are provided.


1985 ◽  
Vol 32 (7) ◽  
pp. 33

Montana position paper on computer use. A position paper on the use of the computer in the mathematics classroom has been developed by a committee of the Montana Council of Teachers of Mathematics. The paper addresses five major issues identified by the committee and states the position of the council on each of these issues. The board of directors of the Montana council and the council-at-large adopted the position paper at their statewide conference in October 1984, and it is being distributed throughout the state. Copies of the position paper can be obtained from Richard Billstein, Mathematics Department, University of Montana, Missoula, MT 59801 (406/243–2603).


Author(s):  
Emrah Akman ◽  
Recep Çakır

The purpose of the study is; to evaluate a game developed by using virtual reality technology in the teaching of fractions which is one of the most difficult topics in the fourth-grade mathematics curriculum, according to the opinions of pupils. An educational virtual reality game (Keşfet Kurtul) was developed for the study. Dur-ing the development of the game, the ideas of experts were utilized and flow theo-ry was taken into account. The educational virtual reality game was developed in the light of the flow theory. The research was carried out in a school in Samsun with 4th grade pupils. The game was evaluated by the pupils in terms of overall evaluation, challenge-skills balance, concentration on the task, clear goals, sense of control, action-awareness merging, loss of self-consciousness, transformation of time, unambiguous feedback and autotelic experience. As a result, the educa-tional virtual reality game Keşfet Kurtul is a digital learning environment that pu-pils enjoyed a lot. It has been determined that all tasks except the "radio" task, and in general the game itself, provide flow experience. It is proposed to redesign just one task of the game in terms of challenge-skills balance and clear goals. It's sug-gested that in experimental studies, different variables can be examined.


Author(s):  
Franz Foltz ◽  
Rudy Pugliese ◽  
Paul Ferber

President Barak Obama’s directive on transparency and open government, and the creation of the Website Recovery.gov, would seem to be concrete examples of the predictions of cyber advocates that computer-mediated communication and the Internet will change the nature of democracy and make citizens more participatory. A major goal is to try to increase the public’s trust in their government. An examination of Recovery.gov, however, reveals it to be not very interactive and less than fully transparent. While it may be praised for providing information, it falls far short of the vision of cyber advocates. The state sites associated with Recovery.gov do a slightly better job by putting a personal face to the oversight of the recovery. Overall, the sites tend to provide only a limited view into the workings of the government and have a long way to go before they increase public trust in the government.


Author(s):  
Ondřej Hrabec ◽  
Vladimír Chrz

The goal of this theoretical study is to conceptually revise the flow theory formulated originally by Mihaly Csikszentmihalyi. Concept of flow is one of the most frequently used terms that describe an optimal experience while performing activity and this does not apply only for video game industry. In this article we discuss the varieties of flow experience with respect to video games. Further, the authors emphasize relativity of the original concept of flow, understood as a universal experience of independent nature in terms of activity or personality of the participant. Following detailed analysis of existing literature and our previous empirical study, they define the concept of flow as a genre triad that portrays experience of climax, ilinx, and ludic trance. A further revision and extension of the original concept of flow is deemed necessary in order to map the variety of user experiences while playing video games with sufficient precision.


2005 ◽  
Vol 100 (3_suppl) ◽  
pp. 969-982 ◽  
Author(s):  
Takuya Sugiyama ◽  
Kimihoro Inomata

The purpose of the present study was two-fold, (1) to examine the psychological elements of flow state experienced by top athletes during competition and (2) to explore the psychological states leading to flow experience. Semistructured interviews were conducted with 29 Japanese athletes regarding experiences in which they felt they were able to display 100% of their abilities and which they fully enjoyed. Interview contents were classified by the main investigator and independently by an external examiner. Analysis indicated that 92.6% of elements agreed with Csikszentmihalyi's model of flow. Three categories in Jackson's nomenclature (1996), unambiguous feedback, concentration on the task at hand, and autotelic experience, reported at a higher rate in the present study, may be the basic characteristics of flow state. The psychological states leading up to flow state were placed into six categories: relaxed, self-confident, highly motivated, completely focused, lack of negative thoughts and feelings, and extremely positive. Relaxed, self-confident, and highly motivated were reported by most of the athletes, suggesting they are primary elements for an optimal experience.


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