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The contribution of flow to positive psychology

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... Csikszentmihalyi, after conducting in-depth interviews with high-achieving individuals in various fields such as sports, arts, and sciences, reported that they seek joy from their work itself and their competence in their work, and uniquely express their experience of being intrinsically motivated and completely immersed in an activity (Csikszentmihalyi, 1975(Csikszentmihalyi, , 2000. He named such subjective phenomenon "flow," describing it as a state of deeply rewarding and optimal experience characterized by an intense focus on a specific activity to the point of becoming totally absorbed in it, and the exclusion of all other thoughts and emotions. ...
... Flow can be facilitated by inner states (e.g., focus, excitement, motivation, confidence, thoughts, and emotions), external factors (e.g., environmental and situational conditions), and behaviors such as preparation in the activity one involved (Swann, 2016). Although there have been numerous conceptualizations in the field of flow research, the majority of existing research has been intensively focused on the Csikszentmihalyi's nine dimensions framework (clear goals, immediate feedback, challenge-skill balance, action-awareness merging, concentration on the task at hand, sense of control, loss of the self-consciousness, time transformation, autotelic experience) and sequential relationship of conditions, characteristics, and consequence (Csikszentmihalyi, 2000;Jackson & Csikszentmihalyi, 1999;Nakamura & Csikszentmihalyi, 2002). Flow conditions are prerequisites for flow to occur, including clear goals, immediate feedback, and challenge-skill balance. ...
... Šimleša et al. (2018) suggested that the type or con-tent of goals can change according to the structure of a goal, but provided no details on the goal-feedback dimension. Clear proximal goals were identified as a major condition to flow (Csikszentmihalyi, 2000;Csikszentmihalyi & Nakamura, 2014), but the specific types of goals needed for flow were left undetermined. Recently, Swann Crust, and Vella (2017) proposed an integrated model of flow and clutch, which hypothesizes that different types of goals (open vs. fixed) can be individually related to experiences of flow. ...
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Purpose: The current study explores the experiences of flow reported by athletes in competitive sporting environments based on the flow engine framework of Šimleša et al. (2018). Methods: Participants comprised 18 athletes,-11 soccer players and 7 golf players-competing in professional-level competitions. Participants watched videos of competitions within 1 week after a play that were edited to include individual plays, and vividly reported their experiences of flow, which were categorized into three constructs: conditions, states, and consequences, that correspond to the fundamental axis of the IPO (Inputs-Processes Outputs) model in Šimleša et al. Results: The current study showed how the new components found through reflection on the environmental contexts of dynamic sports activities better explain the mechanisms by which athletes experience flow. These results expand our knowledge into sport-specific flow aspects originating from differences in-game environments. Conclusion: The current study offers new insights for understanding flow in sports based on new theoretical frameworks beyond traditional theories such as that of Csikszentmihalyi.
... In addition to investigating potential perceptual modulations that arise due to high performance, phenomenological experiences associated with flow experiences have also been robustly explored. The experience of flow (Jackson and Csikszentmihalyi, 1999;Engeser and Rheinberg, 2008) refers to high performance in a task (e.g., athletics, music, etc.) that often involves increased levels of focus until complete immersion occurs, attention that is not distracted by anything irrelevant, feelings of optimal challenges, and deep enjoyment (Csikszentmihalyi, 1975(Csikszentmihalyi, , 2000. Recent research suggests that flow can be characterized by nine different dimensions (Csikszentmihalyi, 2000(Csikszentmihalyi, , 2002: challenge-skill balance (demanding situations in which the individual is engaged but not overwhelmed to meet the challenge), clear goals that derive from the activity, unambiguous feedback that helps individuals to constantly adapt in order to achieve their goals, concentration on the task at hand (one's focus relies on the activity and is not distracted by irrelevant stimuli), action-awareness merging (total immersion in the activity), loss of self-consciousness (individual's self-awareness and concerns regarding external evaluations decreases), increased sense of control (knowledge about the ability to keep things under control, if necessary), and transformation of time (disordered perception of time). ...
... The experience of flow (Jackson and Csikszentmihalyi, 1999;Engeser and Rheinberg, 2008) refers to high performance in a task (e.g., athletics, music, etc.) that often involves increased levels of focus until complete immersion occurs, attention that is not distracted by anything irrelevant, feelings of optimal challenges, and deep enjoyment (Csikszentmihalyi, 1975(Csikszentmihalyi, , 2000. Recent research suggests that flow can be characterized by nine different dimensions (Csikszentmihalyi, 2000(Csikszentmihalyi, , 2002: challenge-skill balance (demanding situations in which the individual is engaged but not overwhelmed to meet the challenge), clear goals that derive from the activity, unambiguous feedback that helps individuals to constantly adapt in order to achieve their goals, concentration on the task at hand (one's focus relies on the activity and is not distracted by irrelevant stimuli), action-awareness merging (total immersion in the activity), loss of self-consciousness (individual's self-awareness and concerns regarding external evaluations decreases), increased sense of control (knowledge about the ability to keep things under control, if necessary), and transformation of time (disordered perception of time). The first three (i.e., challenge-skill balance, clear goals, and unambiguous feedback) are required conditions for flow to occur, while the remaining items refer to the phenomenological characteristics frequently associated with flow. ...
... To measure flow states, the Activity Flow State Scale (AFSS) (Payne et al., 2011a) was used. The AFSS captures the 9 dimensions of flow [Merging actions and awareness (MAA); Clear goals (CG); Concentration on task at hand (CO); Unambiguous feedback (UF); Challenge skill balance (CS); Transformation of time (TT); Sense of control (CN); Loss of self-consciousness (SC); Autotelic experience (AE)] according to Csikszentmihalyi (2000Csikszentmihalyi ( , 2002 with 26 statements. It has a high reliability with Cronbach's alpha coefficients for the 9 subscales ranging from 0.71 to 0.90 (Payne et al., 2011a). ...
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Improved perception during high performance is a commonly reported phenomenon. However, it is difficult to determine whether these reported changes experienced during flow states reflect veridical changes in perceptual processing, or if instead are related to some form of memory or response bias. Flow is a state in which an individual experiences high focus and involvement in a specific task, and typically experiences a lack of distractibility, a disordered sense of time, great enjoyment, and increased levels of performance. The present pre-registered study investigated 27 athletes and musicians using a temporal order judgement (TOJ) task before and after a sports or music performance over three sessions. Participants' flow experiences were surveyed in order to measure how modulations of flow over successive performances potentially modulates spatiotemporal perception and processing. Hierarchical linear modeling showed a positive moderation of subjectively experienced flow and performance on post-measures of a TOJ task. Specifically, the higher the subjective flow experience of the sport or music performance was rated, the better the participant performed in the post-performance TOJ task compared to the pre-performance TOJ task. The findings of the present study provide a more comprehensive explanation of human perception during flow at high level performances and suggest important insights regarding the possibility of modulated temporal processing and spatial attention.
... People performing at their best have characterised this state as being totally absorbed in and focused on the task at hand, feeling confident and in control, while their body works effortlessly and automatically (Csikszentmihalyi, 2000;Jackson & Csikszentmihalyi, 1999). Csikszentmihalyi (1975) called this state of optimal experience flow. ...
... An alternative approach for the development of flow interventions could be theory-based. Csikszentmihalyi (1997Csikszentmihalyi ( , 2000 and Nakamura and Csikszentmihalyi (2002) proposed that some flow dimensions are crucial for getting into flow. More specifically, challenge-skills balance, clear goals, and unambiguous feedback are considered proximal conditions of flow, whereas the remaining dimensions reflect characteristics of flow that individuals experience while being in flow (Nakamura & Csikszentmihalyi, 2002). ...
... In this study, imagery was used as a vehicle to increase flow state in middle-distance runners based at a high-performance academy in Doha, Qatar. Developing the intervention incorporated theoretical contentions proposed by Csikszentmihalyi (2000), single-case methodology used in recent research (Koehn et al., 2014), input provided by the coaches, and qualitative reflections on flow by the individual athletes. This information was gathered and evaluated by two sport psychologists, based in the UK (main expertise in conducting research) and Qatar (main expertise in applied work). ...
Article
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The purpose of this study was to examine the effect of an imagery intervention on flow state in elite junior middle-distance runners based at a high-performance academy in Doha, Qatar. The study consisted of a non-concurrent, single-case, multiple-baseline A-B design. Theory-guided interviews on proximal conditions of flow state, including challenge–skills balance, clear goals, and unambiguous feedback, were conducted with athletes and coaches forming the basis of the intervention. The baseline phase was completed once each participant had met the stability criterion for flow state. Three participants worked with individualised, tailored imagery scripts during a four-week intervention phase. The results of the post-intervention phase showed a mean increase in flow state for all participants. The results have cross-cultural relevance and outline the challenges and potential barriers associated with working with elite junior athletes in “emerging countries” in the Middle East, in comparison to working with Western athletes in “emerged countries”. Positive effects and some of the pitfalls associated with forming work collaborations between sport psychologists, working in research and applied areas, are considered in the discussion.
... Tangible elements consist of transportation, accommodation, facility, food, and tourism destination organizations (Andriotis, Agiomirgianakis, & Mihiotis, 2009;Sirgy, Kruger, Lee, & Grace, 2011). Social interactions with local people (Kozak & Baloglu, 2011), need gratification (Swarbrooke, 1995), perceived travel risks (Roehl & Fesenmaier, 1992), and the flow experience (Csikszentmihalyi, 1990) of interacting with a destination's natural and culture heritage are intangible elements. ...
... The flow experience is a multifaceted construct and contains many elements, such as clear goals, immediate feedback, a sense of control, merger of action and awareness, and concentration on the task at hand (Csikszentmihalyi, 1990). These elements of a smooth flow experience can enhance the users' degree of involvement in recreational activities. ...
... People immerse themselves in a flow state where all irrelevant thoughts and perceptions are filtered out. Enjoyable feelings, concentration, immersion and intensive involvement are manifestations of a flow state (Csikszentmihalyi, 1990). A flow state is hard to optimize because of its limitless continuity. ...
Article
Satisfaction plays an important role in creating loyalty to a tourism destination. However, ensuring consistent satisfactory trip experiences for tourists and increasing their revisit intention remain challenging for many international tourism destinations, including Myanmar. We conducted a survey with 465 international tourists visiting Myanmar. Results indicate that need gratification and flow can increase tourist satisfaction. The perceived risks of tourism destination can decrease tourist satisfaction. Satisfaction is an important factor to mediate the influence of need gratification, flow, and perceived risks. A tourist’s intention to revisit Myanmar can be largely improved by attending to these independent and mediating factors.
... Many international doctoralstudentswereanracted to the program and continued to write about flow professionally '''011 their return from fieldwork or to their nations of origin. This relative abundance of international research made it possible for Csikszentmihalyi (2000b) to write that "the experience of enjoyment is described essentially in .the same terms by Thai villagers, by farmers.in ...
... In particular, further program evaluation style research is needed to examine how flow-inspired applications and interventions may (or may not) work in real-world settings. Csikszentmihalyi (2000b) . ...
... Since about one fifth of the population reports never to have felt flow (and ap-\\ .proximately equal numbers report it several times daily), it seems crucial to develop iF. ; p:rograrns that will help people find productive activities which lead to flow for them • .. (Csikszentmihalyi (2000b»). Though limited, recent work by Walker (2010) has uti-,··lized both a survey and experiments to test the hypothesis that flow in a group is more .... enjoyable than solitary flow. ...
Chapter
This chapter explores Csikszentmihalyi’s flow concept from roots in Maslow’s theory of peak experience to recent work on effortless attention. Variations in numerous populations are described, including cross-cultural/cross-national work. Neurological correlates of this optimal state of consciousness are noted. Assessment methods are detailed, including questionnaires, interviews, laboratory inductions, and the experience sampling method. Implications for optimal development are discussed.
... The hypothetical qualities of joy outlined here appear to share some similarities to Csikszentmihalyi's (2000) concept of ''flow.'' Like the descriptions of joy by Blake, Smith, and de Rivera, Csikszentmihalyi and Larson (1984) described ''flow'' as a feeling of control that, paradoxically, happens when a person has given up trying to be in control. ...
... The person engaged in the task is intrinsically motivated by the process of the task itself, not necessarily by a reward waiting at the end of the process. Other characteristics of ''flow'' include a sense of being so concentrated on a task that one feels completely immersed in it (Csikszentmihalyi, 2000), a forgetting of one's self (Csikszentmihalyi and Figurski, 1982), a feeling of transcendence, and a distortion of one's sense of time (Csikszentmihalhyi, 2000). If joy has the kind of noninstrumental character suggested by the literature, it may share some of the characteristics of flow. ...
... Such a playful orientation need not arise from a work environment, although it certainly can and seems to do so during the experience of flow. In any case, the empiricalphenomenological study of joy has the benefit of clarifying these finer points, particularly given the fact that Csikszentmihalyi (2000) also derived his theory of flow using a qualitative, phenomenological method of research. ...
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This chapter provides insights into the applicability of theories of subjective well-being for understanding joy. The participants of the study described what could be construed as a sense of being fulfilled, and one could make tentative inferences about how the fulfillment of certain needs may have led the participants to feel that way. The participants felt an intimate connection with others, which would support the hypothesis that joy and other positive effects result from fulfillment of the need to belong. Other needs that might have been met include a feeling of freedom and a sense that one has been affirmed as a person. The chapter sheds some light on how the fulfillment of such needs might appear from a first-person experience. The results of the analysis yield some unexpected findings that will stimulate more research on these themes.
... 49). Csikszentmihalyi (2000) further subdivided those eight components into two categories: conditions of flow and characteristics of flow, in his recent study in this area. ...
... According to Csikszentmihalyi, the conditions incorporate circumstances and environments that are assumed to be conductive to flow experience; and characteristics refer to the experiential nature of the flow phenomenon itself (Csikszentmihalyi, 2000). Distinguishing between the conditions and characteristics can guide community group organizers to provide activities that maximize members' participation and thus facilitate flow experiences. ...
... Characteristics of flow consist of the five components outlined in Table 2.2 (Csikszentmihalyi, 2000). As people become involved in an activity, that activity will require all of his/her skills in order to cope with the challenges involved in the task. ...
... Such issues include high consumption of natural resources, limited flexibility to various fields and areas of training, lack of adaptability for experimentation and repetition of training scenarios, and high risk for injury in safety operations. Although it is evident that ILEs provide safe spaces a remedy towards resolving such issues [58], there is still a need for producing design knowledge that explicate the mapping of design elements that increase the internal and external motivation of learning experiences. One way of pursuing to address such gap, is through gamification in DSR. ...
... Gamification applies knowledge from gaming theory and flow theory [58][59][60] to nongaming contexts. As such, gamification is "[…] the application of lessons from the gaming domain in order to change stakeholder behaviors and outcomes in non-game situations" [61]. ...
Chapter
Gamification provides a prominent technique that can be used to provide Immersive Learning Environments (ILEs) for domains, where it is dangerous or expensive to learn in real environments. Especially industrial organizations (e.g., manufacturing, mining, construction) are a promising domain for implementing ILEs that combine gamification concepts with a pedagogical design to facilitate safety training under secure circumstances. Although there are design research studies that exemplify the utility of gamification of learning activities, or how to improve organizational safety training through gamification, there is a need to address how sustainable safe spaces can be designed for enhanced safety training in ILEs. Safe spaces are key elements of a successful safety training experience in ILEs as they provide safe and secure training environments, which in the physical world are typically considered too dangerous with high risk of injuring the training participants. This study reports findings from an ongoing DSR project that stresses the design of ILEs for sustainable safety training. Within the project, an artifact for immersive fire safety training in virtual reality has been designed, developed, and evaluated together with employees of a train operator company. The research responds to the need of producing design knowledge that moves beyond the highly contextualized designs principles that are particular for IVR applications. We use gamification concepts as a kernel theory for developing a mid-range theory of designing immersive virtual safety training environments.KeywordsImmersive Learning EnvironmentsVirtual RealitySafe SpacesDesign Science,GamificationSustainabilityMid-Range Theory
... Work by [20,42,37,29] maps "happy" and "surprise" emotions to a positive learning affect, consolidating our mapping of "engagement" affective state to a positive learning affect. This is in line with the mappings provided in [8,26,9,39,17]. Generally, it is believed that when students concentrate or are engaged during a learning session, it shows that they have some level of understanding of the lecture. This can result in positive learning affect and can eventually cause a better performance in that subject. ...
... Fear was considered positive learning affect by the authors in [38,20,42], consolidating our mapping of "engagement" affective states as a positive learning affect. This corresponds with the mappings of works in [9,8,26,39,17]. Traditionally, fear could be considered as depicting a negative condition, but through a literature survey and results from experiments and the survey that was carried out using students, it was suggested that fear that was detected during learning means a positive learning affect. ...
Chapter
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Recognition of affective states to enhance e-learning platforms has been a topic of machine learning research. Compared to other input modalities, facial expressions have the potential to reveal nonverbal cues about a learner’s learning affect. However, most studies were limited in their analysis of learning affects exhibited by a learner with the possibility of providing appropriate feedback to teachers and learners. This work proposes an adaptive reasoning mechanism that considers the estimated affective states and learning affect in generating feedback with reasoning incorporated. This work utilizes a Convolutional Neural Network- Bidirectional Long-Short Term Memory (CNN-BiLSTM) cascade framework for affective states analysis through processing a live/stored observation of a learner in the form of a temporal signal. Using the proposed ensemble, four affective states were estimated, namely boredom, confusion, frustration, and engagement. Dataset for Affective States in E-Environment (DAiSEE) was used to train, validate, and test the baseline model, which reported an accuracy of 86% on 4305 test samples. In the next stage, mappings between estimated affective states and learning affects (i.e. positive, negative and neutral) were established based on an adaptive mapping mechanism, to consolidate the mapping between affective states and learning affects. Live testing and survey feedback were then used to further validate, adapt and amend the feedback process. Incorporating and interpreting the estimated affective states and learning affect is imperative in providing information to both teachers and learners, and hence potentially improve the existing e-learning platforms.KeywordsAffective states recognitionE-learningAdaptive reasoningLearning affect
... The Networked Flow Model was developed in the context of (online) education, but it is also applicable to other contexts (e.g., music; Gaggioli et al., 2016). Based on this model, concrete Csikszentmihalyi's (1975Csikszentmihalyi's ( , 1985Csikszentmihalyi's ( , 2000 balance between challenges and skills for a given task (this can be a below-average balance consisting 207 of low challenges and low skills, an average balance consisting of medium challenges and medium skills, 208 or an above-average balance consisting of high challenges and high skills). The corridor of balance is the for group flow to occur. ...
... model extendsCsikszentmihalyi's (1975Csikszentmihalyi's ( , 1985Csikszentmihalyi's ( , 2000 concept of individual flow across three levels in ...
Article
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Objective: The existing theoretical approaches to group flow deviate from each other and have several limitations. Given that the assumptions of the existing approaches are not incompatible with each other and instead can be regarded as being complementary, the purpose of this article is to propose the integrative group flow theory (IGFT) as a theory that integrates and extends existing approaches. Results: The IGFT is based on action theoretical principles and describes group flow as balanced group action. Balanced group action is a continuously perfectly fitting handling of the task by the group system in a given situation. This involves relationships within and between the three action theoretical components of group action (i.e., group system, group task, group environment) and three major functions of the group system (i.e., state of mind, behavior, skills). Group flow is described as dynamic due to changes of the group situation and due to regulatory processes within the group, particularly interpersonal coordination. Conclusion: In terms of systematics, the IGFT meets the goodness criteria (i.e., comprehensiveness, parsimony, openness). Moreover, the theory also meets specific recommendations for the development of theories for group phenomena. In terms of empiricism, the results of the existing studies already confirm many aspects of the IGFT. Further research is needed to test the remaining aspects. This requires the development of a measurement instrument and an experimental paradigm. The theory can be expected to fulfill the functions of scientific theories (i.e., epistemology, praxeology, communication).
... Flow theory (Csikszentmihalyi, 2002) describes the experience of flow in nine dimensions, being six characteristics of such a mental state: (1) intense concentration; (2) merging of awareness (what is perceived) and action (how to act/react); (3) decreased awareness of social evaluation or self-judgment (loss of selfconsciousness); (4) sense of control over performing an activity and its outcomes; (5) transformation of time, seeming to either speed up or slow down; (6) the autotelic characteristic of the experience, of being pleasurable and rewarding. The other three dimensions are considered prerequisites for experiencing flow: (I) balance between challenge and skill, where there is a high challenge that the athlete feels capable of overcoming; (II) clear goals, guiding the athletes' efforts; (III) unambiguous feedback regarding one's progress toward set goals (Csikszentmihalyi, 2000). ...
... In this sense, the dimension of challenge-skill balance appeared as the most influential node within the network, being the closest to all other eight dimensions as well as acting as a bridge between them; in other words, changes in this dimension have the highest potential to influence other dimensions of flow and, consequently, their outcomes. Such observation is in accordance with what is proposed by the Flow Theory (Csikszentmihalyi, 2000), which recognizes the importance of having balance between challenge and skill for the experience of flow as a whole. Following this dimension and its connections, we observe a close relationship with clear goals and unambiguous feedback. ...
Article
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Flow is a mental state characterized by total immersion and focus in an activity; performing it pleasurably. Such a state is considered optimal for performance. The present study analyzed the relationship between dispositional flow and performance in triathletes. The sample consisted of 328 athletes (294 males and 34 females; mean age of 37.42 ± 7.18 years) competing in the Ironman Brazil – Florianópolis – South American Championship 2017. Instruments were an identification sheet, the Dispositional Flow Scale (DFS-2) and athletes’ total race times. Data were analyzed using R, through the Shapiro–Wilk normality test, Mann–Whitney’s U, Spearman Correlation, and Network Analysis [Least Absolute Shrinkage and Selection Operator (LASSO)], using strength, closeness, and betweenness as centrality measurements. Results show a positive correlation between age and practice time (r = 0.34), inverse relationship between practice time and total race time (r = −0.25), and inverse correlations between race time and 05 of the 09 flow dimensions (r between −0.17 and −0.11), suggesting better performances were related to more practice time and higher disposition to flow. Flow conditions, flow characteristics, individual characteristics, and performance were separately grouped in the network structure. Challenge–skill balance was the most influential node, with the highest closeness and betweenness values; challenge–skill balance, clear goals, control, and action-awareness merge directly influenced better race times. Sample’s top 50 performers had significantly higher disposition to challenge-skill balance, clear goals, control and feedback. Practical implications of flow mechanisms are discussed. Dispositional flow was positively related to objective performance in Brazilian triathletes.
... Research has shown that three major components of MT-control, constancy, and confidence-are characteristic of successful performers (Meggs, Diztfeld, & Golby, 2014) who exhibit higher pain thresholds (Gucciardi, 2016) and tend to experience ''flow'' during competition (Crust & Swann, 2013). ''Flow'' is an experience defined as an optimal performance state, characterized by fluid, autonomous movement, cognitive clarity, and positive affect (Csikszentmihalyi, 2000(Csikszentmihalyi, , 2002Swann, Keegan, Piggott, & Crust, 2012). ...
... There are nine dimensions of the flow experience (Csikszentmihalyi, 2000). The first three are challenge-skill balance, action-awareness merging, and clear goals; these dimensions are thought to permit the occurrence of optimal flow conditions (Nakamura & Csikszentmihalyi, 2002). ...
Article
This study examined the relationship between mental toughness (MT), subjectively perceived performance, and dispositional flow in a sample of 114 high-performing ironmen and standard distance triathletes ( Mage = 28.81 years, SD = 3.45) recruited from triathlon clubs. Participants completed the Mental Toughness Questionnaire, Dispositional Flow Scale, and self-rated subjectively perceived performance. Pearson's correlations between these measures revealed a significant, positive relationship between global MT and subjective performance ratings ( r = .62, p < .01) and between global MT and all Dispositional Flow subscales ( r = .67-.81, p < .05). Linear regression analyses found that MT subscales accounted for 64% of the variance in dispositional flow. Subjective performance ratings did not add significantly to the regression model. Overall, these findings suggest that MT may contribute positively to ironman competitors' and triathletes' exertion of the cognitive and emotional control necessary to experience flow and perform better. We discuss these results in the context of ironman and triathlon competitions.
... There is evidence that aims that if we promote an autonomous motivation, which encourages the player's competition [14], will generate high levels of immersion and even generate Flow in the players. This is something desirable for any type of videogame, because Flow is a generalized sensation that the person experiences when acting with total immersion in an activity [16]. Its distinctive feature is the total involvement in the activity, which implies high levels of enjoyment [16] [17]. ...
... This is something desirable for any type of videogame, because Flow is a generalized sensation that the person experiences when acting with total immersion in an activity [16]. Its distinctive feature is the total involvement in the activity, which implies high levels of enjoyment [16] [17]. Therefore, it is desirable for any type of videogame to generate flow. ...
Chapter
The use of video games as pedagogical tools that can be used within the classroom has been an initiative that has been in use for a few years with special emphasis since 2000. Therefore, using methodologies and tools that motivate students is an interest of the educational field. However, it is important to delve into the benefits of video games as educational materials that can motivate students. In addition, the motivation within a video game entails that the student can not only remember the facts and characters, but also that they have the initiative to ask or know more about it, which is extremely useful for active learning. This study aims to design a video game that improves students’ motivation on the history of Peru. The game focuses on the historical figure of Mariano Melgar, hero forerunner of the independence.
... The items are measured on a 5-point unipolar scale (1 = never, 5 = always). In a brief theoretically focused chapter, Csikszentmihalyi (2000) posited differentiating the nine Flow characteristics between the conditions necessary for the experience to occur and the characteristics of the lived experience itself. He held that the triggers for Flow are a perceived challenge/skill balance, a sense of control, clear goals and intrinsic motivation, whereas the immediate conscious experience of Flow includes a merging of action and awareness, deep concentration, LOS, transformation of time and unambiguous feedback (Csikszentmihalyi, 2000). ...
... In a brief theoretically focused chapter, Csikszentmihalyi (2000) posited differentiating the nine Flow characteristics between the conditions necessary for the experience to occur and the characteristics of the lived experience itself. He held that the triggers for Flow are a perceived challenge/skill balance, a sense of control, clear goals and intrinsic motivation, whereas the immediate conscious experience of Flow includes a merging of action and awareness, deep concentration, LOS, transformation of time and unambiguous feedback (Csikszentmihalyi, 2000). ...
Article
Mannell described psychologically deep experiences (PDEs) as meaningful events that alter awareness of the passage of time, perceptions of self and the environment. This study integrated 4 PDEs – Communitas, Fascination, Flow experiences and Spiritual experiences by using 11 constructs, developed in preexisting scales, designed to measure them. Our purpose was to develop a valid and comprehensive, nature-based PDE scale. After an expert review (n = 5) and conducting interviews (n = 12), the newly developed scale was included in an online questionnaire composed of nature-based recreationists (n = 431). Confirmatory factor analysis indicated good overall fit for the test and cross validation samples (e.g. RMSEA = 0.047 and 0.038, NFI = 0.94 and 0.94). Although the Communitas and Fascination dimensions require empirical refinement, our findings help to distinguish among four correlated dimensions of meaningful outdoor recreation experiences.
... In 'Ode to a Nightingale', for instance, Keats attempted to convey a unique class of emotions -self-transcendent emotions -that have received scant attention in the entrepreneurship literature (for notable exceptions, see Fisher, Neubert, and Burnell 2021;Williams and Shepherd 2025). Self-transcendent emotions include positive emotions such as admiration, elevation, gratitude, compassion, love, and awe (Haidt 2003;Haidt and Morris 2009;Jiang and Sedikides 2021), flow (Csikszentmihalyi 2000), mystical experiences (d' Aquili and Newberg 1998), and spiritual experiences (Lomax, Kripal, and Pargament 2011), to mention a few (Van Cappellen and Rimé 2014). These transient emotional experiences, which are common in the general population (Hood, Hill, and Spilka 2009), are characterized by 'decreased selfsalience and increased feelings of connectedness to other people and one's surroundings' (Yaden et al. 2017, 144). ...
Article
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Previous entrepreneurship research, particularly within effectuation theory , has been built upon a foundational set of assumptions regarding how entrepreneurs use their powers of imagination to generate novelty. These assumptions include the belief that self-focused attention is the proper starting point of the creative process, that imagination operates as an expressive process from within to without, and that humans, more broadly, are best understood as disembodied wills who find meaning by giving expression to their inner psychological cores. In this paper, we explore the historical origin and contemporary implications of these assumptions, juxtaposing them with alternative viewpoints found in the poetry and philosophy of John Keats (1795-1821). Drawing inspiration from Keats' deep insights into both the human condition and the creative process, as articulated in his canonical poem 'Ode to a Nightingale', we illuminate several promising avenues for research that transcend the conventional disembodied inside-out conception of entrepreneurial imagination.
... A way to call it absorption or commitment to perform an activity can be flow experience. For this to be present, the activity must present certain characteristics, such as: (1) clear objectives, (2) adjustment of activities according to one's own capabilities, (3) feedback on the actions performed and (4) elimination of external distracters (Csikszentmihalyi, 2000;Kawabata and Mallett, 2011;Nakamura and Csikszentmihalyi, 2002;Perttula et al., 2017). The flow experience model was used for game evaluation, arguing that the phases of flow experience could be adapted to game experience and game design (Hung et al., 2015;Li et al., 2021;Su et al., 2016;Wang et al., 2019). ...
Article
Purpose The present study examined the psychometric properties of the EGame- flow scale in a Mexican sample, presenting evidence of construct validity (exploratory factor analysis and confirmatory factor analysis), reliability (Cronbach’s alpha and McDonald’s omega) and discriminant validity (mean variance extracted). Design/methodology/approach Participants: Of the 255 Mexican participants in the non-probabilistic sample who had previously interacted with the LOST logistics simulator, 166 (65%) were men and 89 (35%) were women; their ages ranged from 22 to 45. The statistical packages SPSS 25, JASP 0.16 and AMOS 23 facilitated the corresponding analyses. First, we calculated the means and standard deviations of the scale items. Next, we performed an exploratory factor analysis to examine the measurement model’s internal structure and a confirmatory factor analysis to confirm the structure proposed in the exploratory factor analysis. To analyze the internal structure of the measurement model so that the estimates were not affected by multivariate normality problems, we utilized the AMOS bootstrap method (with 500 repetitions, 95% CI), the maximum likelihood (MV) estimation method, and the fit indices: X2, p (chi-square and associated likelihood), Tucker–Lewis index (TLI), standardized statistical mean square residual (SRMR), comparative fit index (CFI) and root mean Square error approximation (RMSEA) with its confidence interval, the values of X2 with p < 0.001; TLI, CFI, AGFI = 0.95; RMSEA and SRMR = 0.08 (Byrne, 2016). Finally, we estimated the reliability of the measurement model with Cronbach’s alpha (a), McDonald’s omega (ω) coefficient and the mean variance extracted (VME). Findings An exploratory factor analysis with the MV method and obliminal rotation showed a good fit of the data to the model, which aligns with the significance of the Barlette sphericity test ( X 2 = 8443.2, p < 0.000) and the Kaiser–Meyer-Olkin (KMO) value of 0.94. The indices confirmed the fit of the data to the six-dimensional model for measuring the users' level of enjoyment of online games ( X 2 = 678.2 gl = 411, p = 0.000; SRMR = 0.05; TLI = 0.95, CFI = 0.95 and RMSEA = 0.05, IC 90% [0.04, 0.05]). Research limitations/implications The self-reporting format of the scale increases the social desirability of the responses, but the sample only collects information from a specific geographic location, so these findings cannot extrapolate to populations with very marked cultural differences. Finally, the study did not measure other validity evidence, such as predictive and concurrent validity, which should be considered in future studies. Practical implications From a practical perspective, the study offers a measurement scale with fewer items and robust psychometric evidence that ensures the fit of the data to the EGame-flow measurement scale. Further research must continue to learn about the behavior of the EGame-flow scale in different samples that new evidence of psychometric properties continues to appear and that other factors associated with the users' gaming enjoyment experience are analyzed. Originality/value The value and originality of the study lie in the type of evidence of psychometric properties that the instrument has and particularly in the style of sample in which the study is carried out, in this case, in the context of Mexico, where there are not enough instruments that measure the flow experience of users.
... Playfulness suggests that engaging in enjoyable and playful activities is a way for individuals to experience flow. Csikszentmihalyi (2000) has stated that an individual enters a flow state when they apply their skills to a clear objective and receive an immediate response in the course, which is a process that can be achieved in various contexts. Response involves the clear and direct feedback that individuals receive from engagement in a task or activity, enabling the recognition of success or being on the right track. ...
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As a positive psychological resource, the concept of the flow experience has attracted significant attention across various domains. However, there remain gaps in our understanding of the underlying psychological processes governing the flow experience as well as its relevance and potential applications within the tourism industry. This study aims to address these gaps by exploring the interrelationships among the different dimensions of the flow experience and providing empirical evidence for the psychological process thereof. Specifically, this study considers the impact of the COVID-19 pandemic as an external environmental variable by collecting data from tourists who visited the same destination before and after the pandemic. Structural equation modeling was employed to test the proposed hypotheses. The results indicate that the pandemic exerted a significant influence on the factors initiating the flow experience, the degree of process control, and tourists’ perceptions of time during their experience. In light of these findings, we recommend that tourism industry managers be vigilant regarding changes in tourists’ psychological states during the post-pandemic recovery phase and consider offering high-quality services as a means to enhance tourist satisfaction and foster loyalty.
... Using scuba diving as an example, he noted that it required high levels of participant involvement, qualifications, and social interaction, confirming the experiential role of flow elements (control, concentration, and time distortion). Thus, the existing flow experience is a special state that is rarely available in everyday life (Csikszentmihalyi, 1990). ...
Article
Glamping, a popular niche in the outdoor hospitality industry, caters to individuals who enjoy nature-based tourism. This study explored the process mechanisms and outcomes of interaction rituals in glamping. Empirical research was conducted on glamping participants (n = 18) and campsite managers (n = 8) through two studies using visual ethnography, focus-group interviews, and in-depth interviews. Using five-factor narrative analysis, the sources of interaction ritual dynamics in glamping were found to be flow experience and emotional energy, with generation paths identified as long-and short-interaction cycle rituals. Interaction ritual movement as influenced by emotional energy and flow experience was also established. An inner dynamic mechanism of interaction rituals in glamping was identified based on the perspectives of people, places, and things. This study also presents theoretical and practical insights into the interaction ritual chains in glamping, and practical suggestions for campsite managers and glamping companies to develop interaction rituals.
... Likewise, because they seek balanced information as a basis for decision-making, highly authentic leaders are expected to interpret self-relevant information and task feedback more accurately (Ilies et al., 2005). Both facets are hypothesized to lead to environmental mastery (Ilies et al., 2005) and flow experiences, where an individual is fully immersed in their task and enjoys the activity (Csikszentmihalyi, 2000). It can be argued that through such experiences of mastery and flow, authentic leaders can also satisfy their need for competence. ...
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Purpose The benefits of authentic leadership for followers have been thoroughly researched, but the effects on leaders’ well-being remain unclear. To address this research gap, the authors hypothesized reciprocal relationships between authentic leadership and work engagement as well as emotional exhaustion. Design/methodology/approach The hypotheses were tested in a German sample with leaders from different work sectors using a cross-lagged panel design with a time lag of 14 months ( N = 137 at T1; N = 217 at T2). Findings Well-being significantly predicted leaders’ engagement in authentic leadership at the second measurement point, whereas the reciprocal relationships were not significant. Research limitations/implications Drawing on the Conservation of Resources Theory, possible processes underlying the observed impact of leaders’ well-being on their leadership behavior are discussed. The present research provides evidence that well-being constitutes a crucial basic resource for leaders to engage in constructive leadership behaviors such as authentic leadership. Originality/value This study contributes to the literature by uncovering the causal order linking authentic leadership and leaders’ health.
... In such a situation, there is no vigilance toward the outside world and no self-awareness. The individual joins the group naturally-without conflict or peer pressure-and the group provides the individual with a sense of strength [63][64][65]. The LSPD four group flow items represent conflict situations between the individual and the group, where the individual does not merge and flow with the group's plans, desires, game choices, or work styles. ...
Article
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Intergroup peer exclusion has been studied mainly from a pathological aspect. Currently, methods of diagnosis and treatment focus on this pathological point of view. Qualitative research has revealed that social intergroup peer exclusion has a role in the developmental task of the latency stage. The study’s main aim was to develop and validate a quick and easy quantitative questionnaire for use in a school setting that reflects the social developmental variables exposed in previous qualitative research. The 32-item Latency Social-Psychological Developmental questionnaire (LSPD) and the Loneliness and Social Dissatisfaction Questionnaire were administered to 20 Grade 4 and Grade 5 classes at four co-ed public elementary schools (N = 373 participants). Factor analysis revealed six developmental factors, and correlations were found between these factors and loneliness. The LSPD is a tool for assessing latency stage development among children who experienced exclusion as well as the developmental status of the entire class. The LSPD can assist in identifying specific development areas to focus on in treatment and intervention.
... Therefore, assessing the flow is a relevant measurement for assessing the quality of a fully immersive VR application related to cultural heritage. The flow can be defined as the positive experience of complete absorption in an activity, which is both spontaneous and effortless [61]. The flow experience can be described following six components [62]: (1) Merging of action and awareness, (2) Centering of attention on a limited stimulus field, (3) Loss of selfconsciousness, (4) The feeling of control of one's action and the feeling of control over the demands of the environment, (5) Coherent, non-contradictory demands for action and clear, unambiguous feedback, and (6) Autotelic nature (no need for external goals or rewards). ...
Article
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Fully immersive virtual reality (VR) applications have modified the way people access cultural heritage—from the visiting of virtual museums containing large collections of paintings to the visiting of ancient buildings. In this paper, we propose to review the software that are currently available that deal with cultural heritage in fully immersive virtual reality. It goes beyond technologies that were available prior to virtual reality headsets, at a time where virtual was simply the synonym of the application of digital technologies to cultural heritage. We propose to group these applications depending on their content—from generic art galleries and museums to applications that focus on a single artwork or single artist. Furthermore, we review different ways to assess the performance of such applications with workload, usability, flow, and potential VR symptoms surveys. This paper highlights the progress in the implementation of applications that provide immersive learning experiences related to cultural heritage, from 360 images to photogrammetry and 3D models. The paper shows the discrepancy between available software to the general audience on various VR headsets and scholarship activities dealing with cultural heritage in VR.
... Positive activating emotions like enjoyment can help preserve cognitive resources, facilitate focus of one's attention on the learning task, support interest and intrinsic motivation, while also supporting use of deep learning strategies and promoting students' self-regulation of learning (Pekrun et al., 2017). Enjoyment has also been shown to be essential for flow experiences that foster engagement and creative problem solving (Csikszentmihalyi, 2000). ...
Preprint
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Achievement emotions are important educational constructs. They predict outcomes such as students’ achievement, persistence, and drop-out intentions. Thus, it is crucial to examine the factors that determine these emotions. In this study, we focus specifically on the positive emotion of enjoyment as past research has largely focused on negative emotions such as test anxiety. We explore two potential predictors of enjoyment: individual-student achievement and class-average achievement. Past research has shown student achievement to be a positive predictor of enjoyment, with preliminary evidence suggesting class-average achievement to be a negative predictor of enjoyment (Happy-Fish-Little-Pond Effect; HFLPE). However, research has largely been restricted to single-country or single-domain examinations with samples of secondary school students, limiting the generalizability of findings. To bridge this gap, we utilize combined data from the Progress in International Reading Literacy Study (PIRLS) and the Trends in International Mathematics and Science Study (TIMSS) 2011. This sample consisted of 180,084 4th-grade students from 37 countries, with all students responding to items in the math, science, and reading domains. Through multilevel modeling, we demonstrate that the effect of student achievement on enjoyment is positive in all three domains, while the effect of class achievement is negative—confirming the HFLPE. We also demonstrate the relative universality of these results across the 37 countries; while there was variation in the size of the effects, results were largely consistent in direction. Our findings add to the literature on achievement emotions by highlighting two important predictors of enjoyment that operate across domains and cross-nationally.
... Rendendo conto di tali postulati, alcuni ricercatori (Kardefelt-Winther D., 2015) hanno definito lo smartphone come "tecnologia affettiva", in quanto il suo utilizzo è spesso legato alla vita emotiva degli individui, che quando sono spinti verso un maggior utilizzo del dispositivo, hanno alti punteggi nelle emozioni primarie negative come ad esempio paura, tristezza, rabbia (Montag, 2016). Quanto emerso dalla letteratura del capitolo in esame, ha fornito informazioni utili per introdurre il costrutto di flow, e la sua relazione con la smartphone addiction considerando che, gli smartphone addicted descrivono spesso l'uso eccessivo del dispositivo come una fuga, un "andare nella tana del coniglio", riferendosi a una ridotta consapevolezza del passare del tempo mentre si è immersi in una delle possibili attività (Horwood, 2019) Il costrutto, fu Introdotto da Csikszentmihalyi negli anni 70', il quale definiva l'esperienza come "stato di flusso", o stato emotivo di godimento ed euforia generato attraverso la stimolazione mentale quando le persone sono assorbite dalle loro attività (Csikszentmihalyi, 2000) 26 Descritto come "esperienza ottimale in cui l'individuo è in controllo delle sue azioni, ma non distingue tra sé, ambiente, stimolo, risposta, passato, presente e futuro" (Csikszentmihalyi, 2000, p. 34) L'assorbimento cognitivo è un costrutto operativo al concetto di Flow, che si manifesta secondo cinque dimensioni, descrivendo l'esperienza olistica del soggetto: la sua dissociazione temporale, l'immersione focalizzata, l'accresciuto godimento, il controllo e la curiosità (Agarwal, 2000); la dissociazione temporale ha a che fare con la percezione del tempo, che viene percepito soggettivamente con una durata più breve; l'immersione focalizzata è invece uno stato di totale concentrazione verso il compito, in cui tutte le altre richieste sono ignorate. (Tan, 2015). ...
Thesis
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Il presente studio nasce dalla curiosità di esplorare il fenomeno della smartphone addiction ed in generale dell’utilizzo del dispositivo, in relazioni ai fattori di rischio e protezione del fenomeno. L’idea è scaturita dall’esigenza di conoscere le motivazioni che spingono le persone all’utilizzo dello smartphone come mezzo di prima scelta, e soprattutto dal bisogno di capire quali siano i trigger che spingono gli utenti a non potere farne a meno, tenendoli incollati allo schermo. Una popolazione che vive con la testa chinata, ha suscitato molte domande che hanno oltrepassato il semplice accessorio, dando vita alla presenta ricerca. L’obiettivo dell’elaborato è indicativamente, quello di fornire maggiori informazioni relative allo studio dell’utilizzo dello smartphone, usufruendo dei risultati ottenuti e contribuendo e renderne l’uso funzionale e adattivo.
... The activity is one in which " . . . people describe their thoughts and actions when they are in that context as spontaneous and effortless, even though what they are doing is often difficult and risky" [94] (p. 387). ...
Article
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The purpose of this paper is to bring conceptual clarity to the heavy work investment (HWI) construct while building a model based on a review of extant empirical and theoretical research and to encourage further discussion and investigations regarding the nature of HWI, specifically its individual level antecedents, dimensions, and outcomes for both the employee and the organization. The proposed theoretical framework builds upon the Job Demands–Resources model and conceptualizes HWI on a continuum of workaholism and work engagement. Specific propositions for the antecedents and outcomes of the HWI continuum are developed. The paper ends with a discussion of future research directions.
... line with observations showing that in non-clinical populations, mind wandering, which has been associated with DMN activity (Fox et al., 2015), is related to lower levels of happiness (Killingsworth and Gilbert, 2010). On the other hand, engaging in a demanding activity gives rise to the experience of ''flow,'' which is accompanied by deactivation of DMN and activation of TPN regions and a positive experience of pleasantness and intrinsic motivation (Csikszentmihalyi, 2000;Ulrich et al., 2016). Meditation-related changes in DMN-TPN balance are accompanied by metacognitive capacities of decentering and self-transcendence (Kang, 2019;King and Fresco, 2019), which essentially mean diminished self-focus and increased attention to the environment. ...
Article
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Neuroimaging studies have revealed a multitude of brain regions associated with self- and other-referential processing, but the question how the distinction between self, close other, and distant other is processed in the brain still remains unanswered. The default mode network (DMN) is the primary network associated with the processing of self, whereas task-positive networks (TPN) are indispensable for the processing of external objects. We hypothesize that self- and close-other-processing would engage DMN more than TPN, whereas distant-other-processing would engage TPN to a greater extent. To test this hypothesis, we used functional magnetic resonance imaging (fMRI) functional connectivity data obtained in the course of a trait adjective judgment task while subjects evaluated themselves, the best friend, a neutral stranger, and an unpleasant person. A positive association between the degree of self-relatedness and the degree of DMN dominance was revealed in cortical midline structures (CMS) and the left lateral prefrontal cortex. Relative to TPN, DMN showed greater connectivity in me than in friend, in friend than in stranger, and in stranger than in unpleasant conditions. These results show that the less the evaluated person is perceived as self-related, the more the balance of activity in the brain shifts from the DMN to the TPN.
... Hedonic wellbeing is mainly seen as comprising the subjective wellbeing components of life satisfaction, positive and negative affect (Diener et al., 1999;Ryan & Deci, 2001). Eudaimonic wellbeing has been proposed to comprise phenomena such as psychological well-being, including self-acceptance, positive relations, personal growth, purpose in life, environmental mastery and autonomy (Ryan & Deci, 2001;Ryff & Keyes, 1995), self-realization, challenge-skill balance, personally expressive activities and pursuit of excellence (Huta & Waterman, 2014;Waterman, 2008), curiosity, engagement, preference for complexity, competence and wellfunctioning (Vitterso, 2013;Vitterso, Soholt, Hetland, Thoresen, & Roysamb, 2010;Vittersø, this volume), social well-being, including social acceptance, social actualization, social contribution, social coherence and social integration (Keyes, 1998(Keyes, , 2013, pursuit of intrinsic goals, living out potentials, autonomy, competence and relatedness (Ryan & Deci, 2001;Ryan et al., 2008;Ryan & Martela, this volume), meaning and use of virtues, strengths (Seligman, 2002(Seligman, , 2011, behaviors such as volunteering, expressing gratitude and persevering (Steger, Kashdan, & Oishi, 2008), orientations and motives such as striving to use and develop best self (Huta & Waterman, 2014), meaning making, and flow (Csikszentmihalyi, 2000;Fave, 2013;Seligman & Csikszentmihalyi, 2000). Substantial variation in term usage, and unclear borders and definitions should not be seen as implying erratic researchers or unmeasurable phenomena. ...
Chapter
Human wellbeing is influenced by both environmental and genetic factors. During the last two decades, an increasing number of genetically informative studies have documented substantial genetic influences for various types of wellbeing. Recent meta-analyses estimate the weighted average heritability of wellbeing to be in the range of 32–40 %. Importantly, these meta-studies also provide strong evidence of the causal role of environmental factors. Most twin- and family-studies of wellbeing have focused on subjective wellbeing in general and life satisfaction in particular and until recently few have examined the role of genetic factors in eudaimonic wellbeing. In addition to estimating the magnitude of the genetic and environmental effects, researchers have lately examined the extent to which different wellbeing phenomena share the same underlying genetic and environmental factors. The main aim of this chapter is to review some of these recent findings and to discuss implications for theory, practice and future research – including the potential of gene-environment matchmaking (i.e., positive interplay between environments and genes) for wellbeing interventions. Additionally, we address the current state of construct affairs. The field of eudaimonic wellbeing is in need of conceptual clarification, demarcation of borders and more stringent use of constructs. We question the notion of hedonia versus eudaimonia as the Big Two of wellbeing, and propose a model in which well-moving represents a core aspect of eudaimonic wellbeing.
... The concept has been examined with fieldwork and interviews as well as with surveys and questionnaires, and unlike many positive psychological ..concepts, it has been studied in many nations, communities, and cultures (Delle ). Indeed, based on research around the globe into the concept, Csikszentmihalyi (2000b) writes that the flow experience of enjoyment is described . essentially the same way by Southeast Asian villagers, on farms in Somalia, by .. Navajo community members, and by industrial workers in Japan, Europe, and the it,1SA (p. ...
Chapter
Grant J. Rich, of Juneau, Alaska, authors this chapter. He weighs in on methodological issues and internationalizing pursuits for positive psychology. Taking a productive critical stand regarding measurement challenges and traditional procedures used in the field, Rich discusses in particular limitations of self-reports and the impact on assessment of factors such as item order, item use, item function, and temporary, current mood. He explores the utility of cross-fertilization with other disciplines, especially with anthropology, and envisions a multimodal, mixed-methods approach for studying and understanding the complexity of the topics under investigation. As a good example of cultural sensitivity, he cites the value of the experience sampling method. Concurrent to these methodological considerations, he notes the urgency to internationalize positive psychology, and the necessity to go beyond cultural universals, and interlocks both- a need for a change in methods and a demand for an international positive psychology.
... ๻Δ‫ױ‬ല‫ైڂٺ‬հၴऱᣂএᢄ፹‫ڕګ‬ቹ 2 ࢬ‫ق‬Ζ ࡌ୯ࣽεᏢൔ!!ಃΒΜϤ‫ڔ‬ಃѤය! კ 2ǵ ỿᐚྛ‫ݱ‬Ճၯ࠼ߵᓀ‫܄‬ၮ୏ᢀӀୖᆶՉࣁኳԄ ȐΟȑଷ೛ᡍ᛾่݀ ‫ڇ‬೗๻ 1 ֱ૿Δ࿨࣠࿇෼ሏড়ऑۣ೶ፖ೯ᖲኙଅᙠᎁवፖေ۷‫ٻإڶ‬ऱᐙ᥼ ‫ڇژ‬Δ‫ڼڂ‬೗๻‫مګ‬Ζ᧩‫נق‬೶ፖকᙠࢤሎ೯ᨠ٠ऱሏড়Δᅝ‫ה‬ଚެࡳ೶ፖ੒೯ ழΔᄎኙࢬ૞೶ፖऱ੒೯ၞ۩ଅᙠေ۷(Robinson, 1992)Δ‫׌‬ᨠ‫چ‬ေ۷ኔᎾ‫ٲ‬ᙠऱ ࿨࣠(Priest & Baillie, 1987)Ζ‫ءڇ‬ઔߒխຟਢኔ‫چ‬೶ፖऱሏড়ΔՈᎅࣔԱ‫ה‬ଚ೶ ፖਢ࠷ެኙ࣍ኔᎾଅᙠፖტ࠹ଅᙠေ۷؆Δ່ૹ૞ऱᝫਢࠐ۞࣍ଡԳऱኙଅᙠऱ ໏ٚ౨Ժ(Carpenter & Priest, 1989)Ζ‫ڇ‬೗๻ 2 ֱ૿Δ࿨࣠࿇෼೶ፖ೯ᖲኙ೶ፖੌ ዃ᧯᧭‫ٻإڶ‬ऱᐙ᥼‫ڇژ‬Δຍ᧩‫נق‬ᅝሏড়ߪ֨ᤩ࣋Ε༈‫ޣ‬কᙠࠨᖿ࿛հ೶ፖ೯ ᖲ‫ైڂ‬ყൎ௺ழΔ‫ڇ‬ऑۣऱመ࿓խ‫ה‬ଚტ࠹ऱੌዃ᧯᧭Ո༉ყ೏Δ‫ڼڂ‬೗๻‫ګ‬ ‫م‬Ζࠀ֭਍ Kowal and Fortier(2000)ऱኔᢞઔߒ࿇෼Δੌዃऱ࿨࣠Δ‫׌‬૞ࠐ۞࣍ փ؆‫ڇ‬ऱ೯ᖲऱᐙ᥼Ζ‫؆ڼ‬ሏড়ऑۣ೶ፖଅᙠᎁवፖެ࿜ኙੌዃ᧯᧭‫ٻإڶ‬ऱᐙ ᥼‫ڇژ‬Δ‫ڼڂ‬೗๻ 3 ‫مګ‬Ζ᧩‫ق‬ሏড়‫ڇ‬ऑۣছբኙ۞աࢬ૿ᜯऱଅᙠ೚ေ۷Δ‫ڇ‬ ൕࠃመ࿓խ‫ڶ‬໏ٚ౨Ժࠐ‫ࣚ܌‬ຍࠄଅᙠΙ‫ױ؆ڼ‬ᢞኔੌዃ᧯᧭‫ࠐشױ‬ᘝၦ೶ፖক ᙠᨠ٠ሏড়ऱ᧯᧭(Ewert, 1989ΙWeber, 2001)ΖኔᎾՂΔՂ૪ऱ࿨࣠ፖ്‫ݕ‬ᎮΕ ೏ঊႂΰ2006α‫א‬ઌ‫᧢ٵ‬ႈઔߒߐࡤᦚᄻऱ࿨࣠ઌ‫ٵ‬Ζ ൷ထઔߒᢞኔሏড়ऑۣੌዃ᧯᧭ኙ೶ፖ࿨࣠ေ۷‫ٻإڶ‬ऱᐙ᥼‫ڇژ‬Δ‫ڼڂ‬೗ ๻ 5 ‫مګ‬Ζ࿨֭࣠਍ Robinson(1992)ࢬ༼հᅝকᙠሏᖈ೶ፖृ೶ፖ੒೯‫ݙ‬৵Δᄎ ỿᐚྛ‫ݱ‬Ճၯ࠼ߵᓀ‫܄‬ၮ୏ᢀӀୖᆶՉࣁኳԄϐࣴ‫!ز‬ ‫װ‬৸‫ڇࠡە‬ൕࠃመ࿓ऱ।෼ΖՈ֭਍ Ewert(1989)‫אױ‬փ‫ڂូڇ‬Δࠐေ۷੒೯ਢ ‫ࢨפګܡ‬ਢ؈ඓΖ‫ءڇ؆׼‬ઔߒխΔ࿇෼ψ؆‫ڂូڇ‬ωऱᐙ᥼ࠀլࣔ᧩Δຍፖ് ‫ݕ‬ᎮΕ೏ঊႂΰ2006α‫א‬ઌ‫᧢ٵ‬ႈઔߒߐࡤᦚᄻऱ࿨࣠ࠀլઌ‫ٵ‬ΖຍՈડ᧩‫נ‬ຍ ࠄሏড়Δᅝ‫ה‬ଚ‫ڇ‬ऑۣመ࿓խሖࠩܺᣄࠀլᄎូߒਢ؆‫ڇ‬ᛩቼ‫֗א‬ቸ᧯խࠡ‫ה‬Գ ऱᐙ᥼ࢬທ‫ګ‬Ιۖ‫׊‬ऑۣመ࿓ᖄીߪ᧯࠹႞ࢨక࿀Δࠀլਢሎ௛լࠋࢬທ‫ګ‬Δۖ ਢ೶ፖऑۣ‫ྥؘ‬հ࿨࣠Ζ‫ڇ‬೗๻ 6 ֱ૿Δ࿨࣠᧩‫ق‬ሏড়ऑۣ೶ፖ೯ᖲኙტ࠹‫૿إ‬ ᐙ᥼‫ٻإڶ‬ऱᐙ᥼‫ڇژ‬Δ᧩‫נق‬ሏড়հࢬ‫א‬೶ፖ੒೯৵‫૿إڶ‬ᐙ᥼Δএຍࠄ‫૿إ‬ ᐙ᥼የߩԱ೶ፖऱ೯ᖲΔ‫ڼڂ‬೗๻ 6 ‫مګ‬Ζ‫؆׼‬ሏড়ऑۣ೶ፖੌዃ᧯᧭ኙ೶ፖ৵ ტ࠹‫૿إ‬ᐙ᥼‫ٻإڶ‬ऱᐙ᥼‫ڇژ‬Δ‫ڼڂ‬೗๻ 7 ‫مګ‬ΙຍՈᎅࣔԱੌዃ᧯᧭ኙ࣍ক ᙠࢤሎ೯ᨠ٠೶ፖሏড়‫૿إڶ‬ऱᐙ᥼‫(ڇژ‬Brown, 1999; Csikszentmihalyi, 2000; Hattie, et al, 1997; Meier, Morash, & Welton, 1980; McIntyre, 1989; Robinson, 1992 ...
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Objectives This study aimed to provide an up-to-date summary of the literature on flow in elite sport, specifically relating to: (i) how flow is experienced; (ii) how these states occur; and (iii) the potential controllability of flow.DesignSystematic review.MethodsA comprehensive literature search of SPORTdiscus, PsycINFO, SAGE journals online, INGENTA connect, and Web of Knowledge was completed in August, 2011, and yielded 17 empirical studies published between 1992 and 2011. The primarily qualitative findings were analysed thematically and synthesised using a narrative approach.ResultsFindings indicated that: (i) some flow dimensions appear to be experienced more consistently than others; (ii) key factors were consistently reported to induce or inhibit flow occurrence; and (iii) the perception that flow experiences could be controllable to some extent, and are not merely ‘coincidental’. Additionally, it is appears that physiology is also relevant in flow, and these experiences may be psychophysiological.Conclusions Based on these findings, recommendations are made including the need for researchers to move from description to explanation of flow, the use of new methodologies, greater focus on the role of personality factors, and possible refinements of existing flow theory to be more specific to sport.
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