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Abstract

The use of technologies is more common in daily life; working with technologies might be associated with positive experiences such as flow. However, there is little empirical research on flow experiences in technology settings. The main aim of this study was to confirm the three-dimensional construct of flow, i.e., absorption, enjoyment, and intrinsic interest, among 517 Information and Communication Technology users [234 students whose mean age was 23 yr. (SD=3.8)] from different areas of study, mainly Law, Public Administration, Chemistry, and Psychology, and 283 employees [whose mean age was 33 yr. (SD=7.8)] of 21 different companies from various sectors of production, namely, public administration, industrial production, and services. Analysis showed, as expected, flow is a three-dimensional psychological construct and invariant among samples of technology users. Practical and theoretical implications as well as further research are discussed.

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... Los análisis de correlación entre ambas escalas alcanzan unos resultados considerablemente elevados. M.P. FERNÁNDEZ, L. MARTÍN, M.A. PÉREZ, H. GONZÁLEZ Todas las investigaciones iniciales sobre flujo psicológico, buscaban el objetivo común de conseguir aportar luz sobre las complicadas teorías de la motivación intrínseca, pero es en la actualidad cuando el concepto ha adquirido entidad propia (Rodríguez, Schaufeli, Salanova y Cifre, 2008;Salanova, Martínez, Cifre y Schaufeli, 2005;Salanova y Schaufeli, 2000) y se están desarrollando otro tipo de estudios, explorando tanto la naturaleza intrínseca del propio fenómeno (Bakker, 2003(Bakker, , 2005Chen, Wigand y Nilan, 1999;Chen, 2006;Csikszentmihalyi, 2003;Csikszentmihalyi, 2009b;Demerouti, 2006;Finnerann y Zhang, 2003;Rodríguez, Cifre y Salanova, 2004, 2008Rodríguez, Cifre, Salanova y Aborg, 2008;Rodríguez, Schaufeli, Salanova y Cifre, 2008), como sus relaciones con constructos laborales de gran interés como el Burnout o el Engagement (Del Líbano, Rodríguez, Llorens, Schaufeli y Salanova, 2006;Salanova, Bakker y Llorens, 2006). Sin embargo, es en el mundo del deporte donde contamos con un mayor número de trabajos publicados en relación al flujo psicológico (e.g. ...
... Los análisis de correlación entre ambas escalas alcanzan unos resultados considerablemente elevados. M.P. FERNÁNDEZ, L. MARTÍN, M.A. PÉREZ, H. GONZÁLEZ Todas las investigaciones iniciales sobre flujo psicológico, buscaban el objetivo común de conseguir aportar luz sobre las complicadas teorías de la motivación intrínseca, pero es en la actualidad cuando el concepto ha adquirido entidad propia (Rodríguez, Schaufeli, Salanova y Cifre, 2008;Salanova, Martínez, Cifre y Schaufeli, 2005;Salanova y Schaufeli, 2000) y se están desarrollando otro tipo de estudios, explorando tanto la naturaleza intrínseca del propio fenómeno (Bakker, 2003(Bakker, , 2005Chen, Wigand y Nilan, 1999;Chen, 2006;Csikszentmihalyi, 2003;Csikszentmihalyi, 2009b;Demerouti, 2006;Finnerann y Zhang, 2003;Rodríguez, Cifre y Salanova, 2004, 2008Rodríguez, Cifre, Salanova y Aborg, 2008;Rodríguez, Schaufeli, Salanova y Cifre, 2008), como sus relaciones con constructos laborales de gran interés como el Burnout o el Engagement (Del Líbano, Rodríguez, Llorens, Schaufeli y Salanova, 2006;Salanova, Bakker y Llorens, 2006). Sin embargo, es en el mundo del deporte donde contamos con un mayor número de trabajos publicados en relación al flujo psicológico (e.g. ...
... Sin embargo, y a pesar del la amplia literatura sobre aspectos aplicados del flujo, los estudios sobre su validez de constructo y su evaluación psicométrica han sido mucho más escasos, aunque sí se pueden destacar algunos trabajos españoles en esta línea (Rodríguez, Cifre y Salanova, 2004, 2008Rodríguez, Cifre, Salanova y Aborg, 2008;Rodríguez, Schaufeli, Salanova, y Cifre, 2008, Rodríguez, 2009). ...
Article
Actualmente no existe claridad sobre lanaturaleza y estructura del constructoflujo psicológico, por lo que la evaluaciónde éste puede resultar complicadasi no se aplican los instrumentos adecuados.Por ello, el objetivo del presenteestudio se centra en analizar y comparardos instrumentos de medida delflujo psicológico y parte de los componentesque los constituyen.Para ello, se evaluó con la Escala del Estadode Flujo (FSS) (García-Calvo, Jiménez,Santos-Rosa, Reina y Cervelló, 2008) y lasSubescalas de Flujo (SF) (Rodríguez,Schaufeli, Salanova y Cifre, 2008) a 294participantes, de los cuales 116 son varonesy 178 son mujeres; con una edad comprendidaentre 17 y 76 años, siendo lamedia de 39.
... Online learning is one of the ICT applications that have attracted different groups of people, especially in education because of its reach at a large level at the same time, and due to its convenience (Gill, 2003). Thus, learning with ICT might be associated with positive experiences such as flow (Rodriguez-Sanchez et al., 2008). ...
... Furthermore, some researchers considered all the nine dimensions of flow experience, in a virtual reality technology considering one-dimensional structure (Tuncer, 2021;Yang et al., 2019). Rodriguez-Sanchez et al. (2008) studied the three-dimensional construct of flow i.e., absorption, enjoyment, and intrinsic interest among ICT users. The result shows that rather than a unitary construct, flow experience is a multidimensional construct and all three subscales have a high degree of internal consistency. ...
... The second dimension which is identified as common and supported by many researchers is enjoyment, which refers to a sense of enjoyment that is associated with the activity (Ghani, 1991;Ghani and Deshpande, 1994;Kim and Ko, 2019;Liu and Song, 2021;Moneta and Csikszentmihalyi, 1996;Novak and Hoffman, 1997;Novak et al., 2000;Rodriguez-Sanchez et al., 2008;Trevino and Webster, 1992;Webster et al., 1993). For example, while reading an article online, students can use annotations for marking the portion as important or add a note to it and can use it in writing reports. ...
... In this sense, it has been widely discussed by researchers how the Flow Theory could be applied to Education (Csikszentmihalyi, 1975;Csikszentmihalyi, 1990;Nakamura and Csikszentmihalyi, 2002;Rodriguez-Sanchez and Schaufeli, 2008). A slight literature review allow to affirm that individuals in flow state perceive their performance to be pleasurable and successful, and the activity being performed is perceived as worth doing for its own sake, even if no further goal is reached. ...
... Hoffman and Novak (1996) seek to summarize the dimensions proposed by Csikszentmihalyi (1990), proposing five required activities" measurements that lead to flow state: (1) enjoyment, (2) telepresence, (3) focused attention, (4) engagement, and (5) time distortion. Rodriguez-Sanchez and Schaufeli (2008) say that the previous dimensions could be simplified to just three key aspects that an activity must have to provide the flow state: (1) absorption, (2) enjoyment, and (3) intrinsic interest. ...
Conference Paper
Full-text available
Flow Theory has been discussed in several aspects in the last decades, in domains such as: work, social life and education, among others. Particularly in the field of educational technology, a series of discussions have been conducted in the academia, bringing out some issues such as: the importance of flow state for education to develop didactic materials which could lead students to the flow state and better learning. In this sense, this paper has the goal of presenting to the community four contemporary challenges of Flow Theory applied to Computers in Education.
... Se han realizado investigaciones en actividades como el deporte (García, Cervelló, Jiménez, Iglesias, & Santos-Rosa, 2005;S. Jackson & Marsh, 1996;Jackson, Kimiecik, Ford, & Marsh, 1998;Moreno, Alonso, Martínez Galindo, & Cervelló, 2005;Moreno Murcia, Cervelló Gimeno, & González-Cutre, 2008), el arte (Bakker, 2005;Fritz & Avsec, 2007;Roberts, Walton, & Bogg, 2005), el trabajo (Csikszentmihalyi & LeFevre, 1989;Chu, 2010;Leibovich, 2009;Salanova, Bakker, & Llorens, 2006;Salanova, Martínez, Cifre, & Schaufeli, 2005), actividades escolares (Csikszentmihalyi & Larson, 1984;Shernoff, Csikszentmihalyi, Schneider, & Shernoff, 2003;Shernoff & Vandell, 2007) actividades utilizando tecnologías de informática y comunicación (Finneran & Zhang, 2005;Ghani & Deshpande, 1994;Rodríguez-Sánchez, Schaufeli, Salanova, & Cifre, 2008), entre otras. A su vez, este constructo ha sido relacionado con otros conceptos relevantes en la Psicología como el autoconcepto (Jackson, Thomas, Marsh, & Smethurst, 2001), la motivación (Keller, 2008;Martin et al., 2010;Moreno et al., 2005;Seifert & Hedderson, 2010) y la ansiedad (López Torres, Torregosa, & Roca, 2007). ...
... Posteriormente se desarrollaron numerosas escalas psicométricas autoinformadas para su evaluación (A.B. Bakker, 2008;Fournier et al., 2007;García Calvo, Jiménez Castuera, Santos-Rosa Ruano, Reina Vaíllo, & Cervelló Gimeno, 2008;Mesurado, 2008;Rodríguez-Sánchez et al., 2008;Salanova et al., 2005). ...
Article
Full-text available
Resumen. El fluir (flow) refiere a situaciones en las que los sujetos se implican en actividades por motivación intrínseca experimentando en la realización un gran disfrute. El objetivo de este trabajo es presentar la validación del Inventario Breve de Experiencias Óptimas en una muestra de adolescentes. Para ello se les administró el Inventario Breve de Experiencias Óptimas junto con medidas externas a 211 adolescentes escolarizados de la Ciudad autónoma de Buenos Aires, Argentina, con una media 14.26 años (DE =1.21). El inventario está compuesto por 9 ítems, a partir de los cuales se obtiene un puntaje total de experiencia óptima en la actividad evaluada. Se analizaron las propiedades psicométicas del instrumento, estimando la consistencia interna y las evidencias de validez. Los resultados permiten concluir que el inventario es válido y confiable para medir las experiencias óptimas en adolescentes escolarizados de la Ciudad Autónoma de Buenos Aires, Argentina. Abstract: The optimal experience or Flow refers to situations in which individuals are engaged in activities for intrinsic motivation in achieving great enjoyment. The aim of this work is to present the validation of the Brief Inventory of Optimal Experiences in a sample of adolescents. The Brief Inverntory of Optimal Experiences, along with external measures was administered to a sample of 211 adolescent from the Autonomous City of Buenos Aires, Argentina. They had with a mean age of 14.26 years (SD = 1.21). The inventory includes 9 items, from which a total score of optimal experience is obtained. The psychometric properties of the instrument were analyzed by estimating the internal consistency and looking for evidence of validity. The results showed that the Brief Inventory of Optimal Experiences is valid and reliable instrument to assess optimal experiences (flow) among adolescent from the Autonomous City of Buenos Aires, Argentina.
... Hoffman e Novak [9] resumiram as dimensões propostas por Csikszentmihalyi em cinco dimensões: (1) prazer; (2) telepresença; (3) atenção focada; (4) engajamento; e (5) distorção de tempo. Por outro lado, Rodriguez-Sanchez e Schaufeli [2] declararam que as dimensões anteriores poderiam ser simplificadas em apenas três aspectos fundamentais: (1) absorção, (2) prazer e (3) interesse intrínseco. ...
... Hoffman e Novak [9] resumiram as dimensões propostas por Csikszentmihalyi em cinco dimensões: (1) prazer; (2) telepresença; (3) atenção focada; (4) engajamento; e (5) distorção de tempo. Por outro lado, Rodriguez-Sanchez e Schaufeli [2] declararam que as dimensões anteriores poderiam ser simplificadas em apenas três aspectos fundamentais: (1) absorção, (2) prazer e (3) interesse intrínseco. ...
Conference Paper
Full-text available
Virtualização de Jogos é um processo para criação de versões digitais para jogos tradicionais/ físicos. Em educação, este processo tem o objetivo de criar versões digitais para jogos educativos tradicionais/ físicos, mantendo os princípios pedagógicos e psicopedagógicos da versão tradicional do jogo, associando estes princípios as mecânicas contemporâneas de design de games. Dentre os principais desafios relacionados à Virtualização de Jogos Educativos esta o desenvolvimento e avaliação de novos jogos para diferentes contextos. Neste sentido, este artigo apresenta um estudo realizado com o intuito de virtualizar e avaliar um jogo educativo para o ensino de Matemática. O jogo foi desenvolvido por meio de uma metodologia especifica para Virtualização de Jogos Educativos, sendo o jogo avaliado empiricamente, por meio da utilização de testes estatísticos, baseadas em nove diferentes perspectivas ligadas a Teoria do Fluxo e aprendizagem. Os principais resultados indicam que o jogo foi eficaz em algumas dimensões avaliadas, no entanto, precisa ser revisto para proporcionar outras dimensões.
... In this sense, it has been widely discussed by researchers how the Flow Theory could be applied to Education (Csikszentmihalyi, 1975;Csikszentmihalyi, 1990;Nakamura and Csikszentmihalyi, 2002;Rodriguez-Sanchez and Schaufeli, 2008). A slight literature review allow to affirm that individuals in flow state perceive their performance to be pleasurable and successful, and the activity being performed is perceived as worth doing for its own sake, even if no further goal is reached. ...
... Hoffman and Novak (1996) seek to summarize the dimensions proposed by Csikszentmihalyi (1990), proposing five required activities" measurements that lead to flow state: (1) enjoyment, (2) telepresence, (3) focused attention, (4) engagement, and (5) time distortion. Rodriguez-Sanchez and Schaufeli (2008) say that the previous dimensions could be simplified to just three key aspects that an activity must have to provide the flow state: (1) absorption, (2) enjoyment, and (3) intrinsic interest. ...
Conference Paper
Full-text available
Flow Theory has been discussed in several aspects in the last decades, in domains such as: work, social life and education, among others. Particularly in the field of educational technology, a series of discussions have been conducted in the academia, bringing out some issues such as: the importance of flow state for education to develop didactic materials which could lead students to the flow state and better learning. In this sense, this paper has the goal of presenting to the community four contemporary challenges of Flow Theory applied to Computers in Education.
... In addition to these two studies, flow theory continues to be widely evaluated in terms of human-computer interaction with many other studies (Webster, Trevino & Ryan, 1993;Ghani & Deshpande, 1994;Ghani, 1995;Novak, Hoffman & Yung, 1998;Novak, Hoffman & Yung, 2000;. Flow theory is a theory that finds application in different contexts such as electronic mail and voicemail systems (Trevino & Webster, 1992) or information systems , web or internet environments (Chen, Wigand & Nilan, 1999;Chen, Wigand & Nilan, 2000;, website quality , website atmosphere , concrete design options specific to a website , website interactions (Van Noort, Voorveld & Van Reijmersdal, 2012), use of commercial web stores (Koufaris, 2002;Korzaan, 2003;, structure of commercial websites (Nel et al., 1999), online store background colors , social commerce or social shopping websites (Hyun, Thavisay & Lee, 2021;Liu et al., 2016), web-based education , social network site-based brand communities , use of information, communication or information technology (Agarwal & Karahanna, 2000;Rodriguez-Sanchez et al., 2008;Deng et al., 2010), information technology is sufficient spindle , use of the world-wide-web (Novak & Hoffman, 1997;Moon & Kim, 2001), commercial website shopping , electronic retailing , online shopping Hsu, 2020;Wu, Chiu & Chen, 2020) or internet shopping , internet marketing , internet use (Rettie, 2001;, online information searches (Mathwick & Rigdon, 2004;, online game playing , online or electronic learning , online services for hotel (Kim, Yoo & Yang, 2020;Bilgihan et al., 2015), online communication , online user behavior (Mahfouz, Joonas & Opara, 2020;, online consumer behaviors , online consumer participation , online product presentation mode , online financial services (Xin , mobile shopping environments , mobile TV service or use , mobile social network services , mobile internet usage and continuity (Zhou, 2011;Alwahaishi & Snášel, 2013), mobile instant messaging or just instant messaging , use of social media , use of digital content or digital technology content , use of electronic or smart devices (Baytar & Yükselen, 2018;Park, 2020;Yang & Shih, 2020), use of 5G technology (Akbari et al., 2020), adopting or using media devices , using virtual world (Ahmad & Abdulkarim, 2019;An, Choi, & Lee, 2021;Barhorst et al., 2021), and watching live broadcast events . ...
Article
Full-text available
The aim of this study is to present a general literature typology of flow theory where a history of roughly 47 years (1975-present) exists. YÖK (Council of Higher Education) Thesis Center and Google Academic databases were used for this paper and flow and flow experience concepts have been examined through these sources. YÖK Thesis Center is a website within higher education institution in Turkey, where publication of master's and doctoral thesis. A number of studies published in the time period from 1975 to the present had been obtained and these studies were reviewed. Subsequently, frequency analyses were made for the research and the bibliographic mapping of the data was done using VOSviewer software. As a result of the analysis, a bibliography of 110 selected studies is presented. Flow experience, which is mainly subject to physical activities, is evaluated in the areas of technology acceptance and consumer behavior in computer-mediated environments. Flow theory is mostly integrated with the technology acceptance model. Flow theory experience is characterized by the dimensions of concentration, enjoyment, and control, respectively. This research provides clear explanations for bibliographic analysis of studies on flow, models/theories with which flow theory is most integrated, and dimensions of flow experience.
... The advergames offering flow experience tends to be more persuasive than are the games with subtle experience, and 'in the zone' state can be accomplished through the advergames' ability to produce enjoyment, absorption, and the intrinsic interest of the players (Rodriguez-Sanchez et al., 2008). Yet, for an optimal experience, a balance must be sought between the degree of skills required for the game and how challenging the behaviour is. ...
Article
Full-text available
Owing to the latest technological advancements, alternative ads based on digital technology have been increasing exponentially compared to traditional ads such as TV and newspaper ads. Advergaming utilizing online video games was recently becoming popular as a new form of advertisement. Although the marketing and communication industries make more use of advergaming every day and despite being a growing marketing platform, there is a lack of research in the marketing literature that examines the underpinning behavioural theories for advergaming implications. Accordingly, this article aims to identify fundamental consumer behaviour theories such as Social Cognitive Theory, Limited Capacity Model, Elaboration Likelihood Model etc. to understand whether advergames can positively influence players toward a particular brand. This study suggests that eight major theories from the consumer behaviour field are relevant to elaborate players' behaviour in advergames as well as providing a holistic understanding of this new media.
... The autotelic experience is the result of an activity or situation which produces its own intrinsic motivation, rewards, or incentives, and there is no need of any outside goals or rewards. A review of the literature by Rodriguez-Sanchez and Schaufeli (2008) suggests that a more condensed definition of flow as an optimal experience can be composed of three basic elements, including: absorption, enjoyment, and intrinsic interest. The benefits stemming from being in a flow state, have turned it into a meaningful goal for building virtual environments for online business, health care, education, and gaming. ...
Conference Paper
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... Hoffman and Novak (1996) summarized the dimensions proposed by Csikszentmihalyi into five dimensions: (1) enjoyment; (2) telepresence; (3) focused attention; (4) engagement; and (5) time distortion. On the other hand, RodriguezSanchez and Schaufeli (2008) stated that the previous dimensions could be simplified into just three key aspects: (1) absorption, (2) enjoyment, and (3) intrinsic interest. ...
... In line with our expectations, we observed that higher math interest predicted higher states of perceived flow during learning with the game. Recently, intrinsic (math) interest was suggested to be one of three basic elements (besides absorption and enjoyment) composing flow (for a review see [70]). Our results lend empirical support to this suggestion. ...
Article
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There is accumulating evidence that engagement with digital math games can improve students’ learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students’ acceptance of game-based learning (e.g., perceived usefulness of a game as a learning tool, perceived ease of use), as well as their intrinsic motivation for math (e.g., their math interest, self-efficacy) and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow). Results indicated that the game-based training was effective. Moreover, students’ learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students’ acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with game-based learning environments.
... As a transient experience it refers to a specific activity, whereas absorption (in engagement) is a more generic and pervasive state . It is also plausible that engaged people are more likely to experience flow (Rodriguez-Sánchez, Schaufeli, Salanova, & Cifre, 2008). ...
... Connective flow has been defined as the state 'where communication is highly effective and highly efficient and balanced in accordance with our needs and the demands of the task or situation at hand' (Kolb et al., 2008, p. 183). Indeed, since many knowledge workers take for granted high levels of connectivity as 'normal' in their day-to-day work, they are likely to find themselves in a zone of fluid responsiveness (Rodriguez-Sanchez, Schaufeli, Salanova, & Cifre, 2008;Wajcman & Rose, 2011). So, an optimal state of connectivity can be said to exist, even if it may be brief or fleeting. ...
Article
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A recent article in Organization Studies used in its title the term 'constant connectivity'. Though we commonly think of connectivity as 'constant', temporal intermittency and actor agency make connectivity seldom, if ever, constant. Reflecting on studies of connectivity highlights the growing importance of recognizing and defining 'states' of connectivity. Several states of connectivity are reviewed, namely: hypo-connectivity, hyper-connectivity, requisite and optimal connectivity ('flow'). As an organizational resource, understanding various states of connectivity is critical to future research. More empirical work is needed to determine how the volume of connectivity makes a difference to performance and other outcomes.
... In that state the person feels challenged, draws on his or her specific skills, enjoys the moment, thereby stretches his or her capabilities, and loose the perception of time. As stated in different studies (i.e.: Bakker, 2008; Demerouti, 2006; Rodríguez-Sánchez, Schaufeli, Salanova & Cifre, 2008) three core elements of flow can be identified: absorption, which refers to the absolute concentration and involvement in the activity; enjoyment, which refers to the experience of enjoying the activities; and intrinsic motivation, which refers to the need to perform a certain activity because of the fascination of the activity. On the other hand, Csikszentmihalyi (1999) established the following key elements to comprehend the essence of experiencing flow: having challenge-skills balance, actions-awareness merging, clear goals, unambiguous feedback, concentration on task at hand, sense of control, loss of self-consciousness, transformation of time, and an autotelic experience. ...
Article
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Today, workplace is constantly changing. Organizations are confronted with multiple challenges, brought by continuous change. Facing this situation, organizations have opted for two different types of strategies, either the traditional deficit or problem-solving approach or positive-abundance approach which considers that the goal of the organization is to embrace and enable the highest potential of the organization and its employees. A literature review of the latest advances in positive organizational research was conducted in order to shed light onto two main questions: Are mutual gains for the organization and employees possible? And, what does the evidence shows about the development of theory, research and application of positive approaches? Several keywords and descriptors from positive approaches were used. Finally, 154 articles were reviewed. The results point in favor of the mutual gains but also indicate a lack of theoretical development and the need for further research. Other matters are likewise discussed.
... As stated in different studies (i.e.: Bakker, 2008;Demerouti, 2006;Rodríguez-Sánchez, Schaufeli, Salanova & Cifre, 2008) three core elements of flow can be identified: absorption, which refers to the absolute concentration and involvement in the activity; enjoyment, which refers to the experience of enjoying the activities; and intrinsic motivation, which refers to the need to perform a certain activity because of the fascination of the activity. On the other hand, Csikszentmihalyi (1999) established the following key elements to comprehend the essence of experiencing flow: having challenge-skills balance, actions-awareness merging, clear goals, unambiguous feedback, concentration on task at hand, sense of control, loss of self-consciousness, transformation of time, and an autotelic experience. ...
Article
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Actualmente, el lugar de trabajo está cambiando constantemente. Las organizaciones se enfrentan con múltiples retos ocasionados por el cambio continuo. Para enfrentarse a esta situación, las organizaciones han optado por dos tipos diferentes de estrategias, la tradicional aproximación de solución de problemas o déficits y la aproximación positiva o de abundancia que considera que la meta de las organizaciones es conseguir y facilitar el mayor potencial de la organización y de sus empleados. Una revisión de la literatura de los últimos avances en la investigación organizacional positiva ha sido llevada a cabo para clarificar dos importantes cuestiones: ¿son posibles ganancias mutuas para las organizaciones y los individuos? y ¿qué muestra la evidencia sobre el desarrollo de teoría, investigación y aplicación de las aproximaciones positivas? Se utilizaron varias palabras clave y descriptores y finalmente se revisaron 154 artículos. Los resultados indican ganancias mutuas pero también señalan la falta de desarrollo teórico y la necesidad de más investigación. También se revisan otras cuestiones.
Article
Although the Flow experience has been researched extensively in music education, there is limited investigation into exploring the link between the Suzuki piano method and Csikszentmihalyi’s flow theory. To address this gap, a quasi-experimental study was conducted to examine how the Suzuki piano method can promote the flow state of adult piano beginners. The study involved 36 participants assigned to either a treatment group or a control group. Both groups underwent an eight-week training program in Suzuki Piano Method and Conventional Group Piano Class respectively. After the program, participants from both groups underwent a post-training performance test and completed a survey, namely Learning and Performing Experience Scale (LPES), modified based on the Short Flow State Scale (S-FFS) by Martin and Jackson to examine their flow experience. The treatment group showed significantly higher flow experience levels than the control group, particularly in dimensions of Concentration, Unambiguous feedback, Timelessness, Loss of self-consciousness, Sense of control, Autotelic experience, and Challenge-skill balance. The findings suggested that the Suzuki piano method may promote flow experiences among adult beginners in piano learning. The implication of the study signified that the collaborative and interactive learning inherent in the method might be beneficial in achieving flow state and could be a consideration in conducting group piano classes.
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Tüketicilerin çevrim içi bilgi arama sürecinde, bilgi edinme araçlarından vlog ve blog temalı içeriklerin, satın alma niyetine etkisine yönelik çalışmalar yapılmış olmasına rağmen bilgi teorisi, teknoloji kabul modeli ve akış teorisinin bütünleşik çerçevesini kullanan bir çalışma bulunmamaktadır. Bu doğrultuda, bilgi teorisi, teknoloji kabul modeli ve akış teorisinin bütünleşik çerçevesini kullanarak çevrim içi bilgi arama sürecinde bilgi edinme araçları olarak vlog ve blog’ların satın alma niyeti üzerindeki etkisini incelemek isteyen araştırmacılar için bu kitabın faydalı olacağı düşünülmektedir.
Thesis
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There are studies explaining the effect of vlog and blog-themed content on purchasing intention for product information presentation in the online information search process of consumers. However, in the online information search process of consumers, there is no study that explains the effect of vlog-themed content watching and blog-themed content reading on the purchase intention within the framework of Information Theory, Flow Theory, and Technology Acceptance Model. Accordingly, the purpose of the research is to examine the effect of vlogs and blogs on purchasing intention as information acquisition tools in the online information search process. It is also to examine the mediating role of intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, control sense, and online information satisfaction, on the other hand, the moderation role of perceived usefulness, perceived ease of use, and information quality. For this purpose, a blog based text reading and a vlog based video watching scenario have been developed for the presentation of product information. An online questionnaire was prepared according to these two scenarios developed. Using the online questionnaire method, data were collected from 332 participants for a vlog-based online information search and 232 participants for blog-based online information search. SPSS 25 package program and PROCESS macro (v3.2 version) were used in the analysis of the data obtained. Many conclusions have been reached with the analysis made. First, according to this study; flow experience in online information search is characterized by six dimensions in terms of intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense. On the other hand, perceived usefulness and perceived ease of use are the two main components of the Technology Acceptance Model. According to the results of the analysis for direct effects; vlog-themed content watching and blog-themed content reading have a positive and significant effect on the intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, control sense as well as online information satisfaction and purchase intention. Moreover, in both the vlog and blog-based online information search process, intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense have a positive and significant effect on online information satisfaction and purchase intention. Moreover, online information satisfaction has a positive and significant effect on purchase intention in both of these online information search processes. According to the analysis results for mediation roles; intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense have a mediation role for the indirect positive and significant effect of both vlog-themed content watching and blog-themed content reading on online information satisfaction and purchase intention. Moreover, online information satisfaction has a mediation role for the indirectly positive and significant effect of vlog-themed content watching and blog-themed content reading on the purchase intention. At the same time, in both the vlog and blog-based online information search process, online information satisfaction has a mediation role for the indirectly positive and significant effect of the intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense on the purchase intention. According to the analysis results for moderation roles; perceived usefulness and perceived ease of use does not have a moderation role for the positive and significant effect of both vlog-themed content watching and blog-themed content reading on the intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, control sense as well as online information satisfaction and purchase intention. Perceived usefulness and perceived ease of use in both the vlog and blog-based online information search process does not have a moderate role for the positive and significant effect of intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense. Beyond that, information quality does not have a moderation role for the positive and significant effect of vlog-themed content watching and blog-themed content reading on online information satisfaction and purchase intention. Information quality does not have a moderation role for the positive and significant effect of intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense on online information satisfaction in both the vlog and blog-based online information search process. Moreover, information quality does not have a moderation role for the positive and significant effect of the intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, and control sense on purchasing intention in the vlog-based online information search process. However, in the blog-based online information search process, information quality has a moderation role for the positive and significant effect of curiosity and autotelic experience on purchase intention. However, information quality does not have a moderation role in the blog-based online information search process for the positive and significant effect of intrinsic interest, time distortion, focused attention, and control sense on the purchase intention. As a result, according to the study result; vlog-themed content watching, blogthemed content reading, six dimensions of flow experience (intrinsic interest, curiosity, autotelic experience, time distortion, focused attention, control sense) and online information satisfaction have a positive and significant effect on purchase intention. Moreover, information quality has a moderation role for the positive and significant effect of curiosity and autotelic experience dimensions on the purchase intention in the blogbased online information search process. This study provides important contributions to the literature in terms of its results.
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With an increase in the number of colleges and universities using virtual reality and augmented reality integrated programs, specific insight for exploring immersive learning approaches utilizing virtual and augmented reality tools and applications in a variety of disciplines is needed. In some instances, pedagogical approaches for creating immersive learning experiences require a sound conceptual framework for course or content design with emphasis on developing opportunities for higher order thinking in virtual reality/augmented reality educational experiences. Public access data were used in this qualitative-directed content analysis study to examine course goals, objectives, and learning outcomes of 14 U.S. Artificial Intelligence universities as to the potential for developing creative and cognitive skills, as described within the pedagogical framework of Studio Thinking Framework. Findings indicated multiple opportunities for creative and cognitive thinking as Studio Thinking Framework was integrated into these immersive spaces.
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Digital microwork is a type of labor that many—typically poorly paid—workers engage in. In our research, we focus on an experience-based model of digital labor and the nonmonetary benefits derived from such activities. Based on a survey of 701 workers at Amazon Mechanical Turk, we demonstrate that experiences during digital labor sequences generate flow-like states of immersion. We show that reaching flow-like states while performing microwork depends on certain work characteristics, such as the particular worker’s degree of autonomy, the extent to which a worker’s skills are utilized, and the apparent significance of and feedback derived from the task. The results both highlight the importance of flow-like immersion in explaining why individuals engage in digital labor projects and point to avenues that can lead to the design of better digital work experiences.
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The objective of the current paper is to summarize the main evidence-based practical contributions of the WoNT team from Universitat Jaume I carried out on Occupational Health Psychology and Positive Organizational Psychology in crises settings. Specifically, we show the RED (Resources-Experiences-Demands) methodology that allows assessing risks and psychosocial damages, and emotional positive states. Furthermore, we also propose a heuristic methodology that, focused on Positive Psychology, facilitates the evaluation and intervention of HEROs (HEalthy & Resilient Organizations) as a way to adapt to the occupational and social reality of the crisis.
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El objetivo de este trabajo es presentar una síntesis de las principales aportaciones prácticas basadas en la evidencia científica que el equipo WoNT de la Universitat Jaume I ha llevado a cabo en materia de Psicología de la Salud Ocupacional y Psicología Organizacional Positiva en contextos de crisis. En concreto, se presenta la metodología RED (Recursos-Experiencias-Demandas) para la evaluación de riesgos y daños psicosociales, y estados emocionales positivos. Además, se muestra una metodología heurística basada en la Psicología Organizacional Positiva, que apuesta por la evaluación e intervención en Organizaciones Saludables y Resilientes (HEROs) (HEalthy & Resilient Organizations) como una estrategia para ofrecer resultados más cercanos a la realidad laboral y social de la crisis.
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We investigate the extent to which the challenge of playing an advergame impacts children's brand attitudes. Results show that brand attitudes are highest for those optimally challenged (i.e. ‘in the flow’) and lowest for those who are underchallenged. However, such effects are qualified by the children's persuasion knowledge (PK) of the advergame; identification of the commercial content has a significantly negative effect on brand attitudes. Further, significant two-way interactions of challenge and PK show that brand attitudes suffered the most for those who are underchallenged and recognized the commercial content. Implications for advergame effectiveness are discussed in detail in this article.
Article
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Conference Paper
Recent trends in computer-mediated communication research suggest that “flow theory” may provide new applications of understanding within the field human-computer interaction (HCI). Csikszentmihalyi [1] refers to flow as an optimal experience issuing in a feeling of psychological immersion, energized focus, absolute involvement, and change to positive emotions. This study hopes to facilitate an understanding of flow and telepresence as applied to immersive online virtual worlds such as Second Life (SL), where players may lose their sense of time and connection with their present reality of space. Our study tested two hypotheses: (1) that participants experience flow while playing SL and (2) that flow can be correlated with telepresence. Based on our findings, indicators suggest that flow was experienced in SL based on four controlling factors related to being present in a virtual world and that there are considerable correlations that can be drawn between flow and telepresence.
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This study investigates the effects of multiple variables on user evaluation and perceived impacts of electronic mail and voice mail systems. It introduces flow as an important construct that characterizes perceptions of employee interactions with computer-mediated communication technologies as more or less playful and exploratory. Flow is hypothesized to be influenced by the technology (higher for electronic mail), ease of use, and computer skill. It is also proposed that flow, type of technology, perceived technology characteristics (ease of use), and organizational factors (management support, communication partners' medium use) positively influence employee evaluations and perceived impacts. A field survey was conducted at a large health care firm that had recently adopted both electronic mail and voice mail. The LISREL results provide mixed support for the hypotheses.
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This article builds on job characteristics and optimal flow theory to describe the experience of individuals using computers in the workplace. A model was developed and tested with linear structural relationship modeling (LISREL) with data from 149 professionals employed in a variety of organizations. Flow, which is characterized by intense concentration and enjoyment, was found to be significantly linked with exploratory use behavior, which in turn was linked to extent of computer use. Flow was itself determined by the individual's sense of being in control and the level of challenge perceived in using computers. Perceived control was more important for individuals with high task-scope jobs, that is, jobs with high variety, identity, autonomy, and feedback. Challenge played a greater role for low task-scope individuals. Practical and theoretical implications of the model are discussed, and suggestions for further research are offered.
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Characterizations of users’ experiences on the Web are beginning to appear. Recently released research suggests that Internet use may reduce psychological well-being, for instance by increasing loneliness and depression. Our current study implies that using the Internet may provoke enjoyable experiences through the flow state, which may in turn positively influence an individual’s subjective well-being and improve a person’s happiness, life satisfaction, and positive affect. By surveying 304 Web users through an open-ended questionnaire, this study captures a picture of Web users’ flow experiences regarding their optimal situations on the Web. Results suggest that using the World Wide Web is an activity that facilitates flow, which generates an optimal, extremely enjoyable experience with total involvement and concentration. Symptoms and dimensions of flow states on the Web are reported directly from subjects’ responses, such as merging of action and awareness, a loss of self-consciousness, the sense of time distortion, enjoyment, and telepresence.
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The present 2-wave study among 258 secondary school teachers investigates the relationship between personal and organizational resources on the one hand, and work-related flow on the other hand. On the basis of Hobfoll’s (1988) conservation of resources theory, Bandura’ social cognitive theory (1997; 2001), and Fredrickson’s (1998) “broaden-and-build” theory of positive emotions, we formulated two hypotheses: (1) personal resources (i.e., self-efficacy beliefs) and organizational resources (including social support climate and clear goals) facilitate work-related flow (work absorption, work enjoyment, and intrinsic work motivation); and (2) work-related flow has a positive influence on personal and organizational resources. The results of a series of structural equation modeling analyses offer clear support for both hypotheses. The theoretical and practical implications of these findings are discussed.
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The present article aims to show the importance of positive work-related experiences within occupational health psychology by examining the relationship between flow at work (i.e., absorption, work enjoyment, and intrinsic work motivation) and job performance. On the basis of the literature, it was hypothesized that (a) motivating job characteristics are positively related to flow at work and (b) conscientiousness moderates the relationship between flow and other ratings of (in-role and out-of-role) performance. The hypotheses were tested on a sample of 113 employees from several occupations. Results of moderated structural equation modeling analyses generally supported the hypotheses. Motivating job characteristics were predictive of flow, and flow predicted in-role and extra-role performance, for only conscientious employees.
Book
I: Background.- 1. An Introduction.- 2. Conceptualizations of Intrinsic Motivation and Self-Determination.- II: Self-Determination Theory.- 3. Cognitive Evaluation Theory: Perceived Causality and Perceived Competence.- 4. Cognitive Evaluation Theory: Interpersonal Communication and Intrapersonal Regulation.- 5. Toward an Organismic Integration Theory: Motivation and Development.- 6. Causality Orientations Theory: Personality Influences on Motivation.- III: Alternative Approaches.- 7. Operant and Attributional Theories.- 8. Information-Processing Theories.- IV: Applications and Implications.- 9. Education.- 10. Psychotherapy.- 11. Work.- 12. Sports.- References.- Author Index.
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A truncated form of the difference ABS-type algorithm is proposed and its local convergence property is investigated.
Chapter
What constitutes a good life? Few questions are of more fundamental importance to a positive psychology. Flow research has yielded one answer, providing an understanding of experiences during which individuals are fully involved in the present moment. Viewed through the experiential lens of flow, a good life is one that is characterized by complete absorption in what one does. In this chapter, we describe the flow model of optimal experience and optimal development, explain how flow and related constructs have been measured, discuss recent work in this area, and identify some promising directions for future research. © 2014 Springer Science+Business Media Dordrecht. All rights reserved.
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This article is concerned with measures of fit of a model. Two types of error involved in fitting a model are considered. The first is error of approximation which involves the fit of the model, with optimally chosen but unknown parameter values, to the population covariance matrix. The second is overall error which involves the fit of the model, with parameter values estimated from the sample, to the population covariance matrix. Measures of the two types of error are proposed and point and interval estimates of the measures are suggested. These measures take the number of parameters in the model into account in order to avoid penalizing parsimonious models. Practical difficulties associated with the usual tests of exact fit or a model are discussed and a test of “close fit” of a model is suggested.
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structural equation modeling (SEM) is a comprehensive statistical approach to testing hypotheses about relations among observed and latent variables / outline the basic elements of the SEM approach / provide researchers and students trained in basic inferential statistics a nontechnical introduction to SEM approach / refers to concepts from standard statistical approaches in the social and behavioral sciences such as correlation, multiple regression, and analysis of variance (PsycINFO Database Record (c) 2012 APA, all rights reserved)
Article
Flow theory has been applied to computer-mediated environments to study positive user experiences such as increased exploratory behavior, communication, learning, positive affect, and computer use. However, a review of the existing flow studies in computer-mediated environments in Psychology, Consumer Behavior, Communications, Human–Computer Interaction, and Management Information Systems shows ambiguities in the conceptualization of flow constructs and inconsistency in the flow models. It thus raises the question of whether the direct adoption of traditional flow theory is appropriate without a careful re-conceptualization to consider the uniqueness of the computer-mediated environments. This paper focuses on flow antecedents and identifies the importance of separating the task from the artefact within a computer-mediated environment. It proposes a component-based model that consists of person (P), artefact (A), and task (T), as well as the interactions of these components. The model, named the PAT model, is developed by understanding the original flow theory, reviewing existing empirical flow studies within computer-mediated environments, and analysing the characteristics of computer-mediated environments. A set of propositions is constructed to demonstrate the predictive power of the model.
Article
This study among 178 music teachers and 605 students from 16 different music schools examined the peak experience of flow (Csikszentmihalyi, 1990). On the basis of the literature, it is hypothesized that job resources, including autonomy, performance feedback, social support, and supervisory coaching have a positive influence on the balance between teachers’ challenges and skills, which, in turn, contributes to their experience of flow (absorption, work enjoyment, and intrinsic work motivation). In addition, using emotional contagion theory, it is hypothesized that flow may crossover from teachers to their students. The results of structural equation modeling analyses offer support for both hypotheses. These findings are discussed in light of theories about crossover and emotional contagion.
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The correlations between positive affects and flow symptoms on the Web are analyzed in an attempt to increase our understanding of the positive aspects of Web users’ on-line behaviors. The digital version of the experience sampling method was employed to collect situated data from 233 Web users with a pop-up questionnaire on subjects’ Web browsers. This study concludes: (1) Web users are more likely to experience positive moods on the Web; (2) positivity of affects and enjoyable feelings are consequences of flow; (3) three factors underlying Web users’ flow experiences labeled as antecedents, experiences, and consequences represent the process that an individual could experience during his/her engagement on the Web. Findings in this study provide insights into Web users’ internal behaviors and the process of approaching optimal flow experience. In addition, the on-line experience sampling method was proven to be a useful and practical data collection tool.
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Although often ignored, reliability is critical when interpreting study effects and test results. Accordingly, this article focuses on the most commonly used estimate of reliability, internal consistency coefficients, with emphasis on coefficient alpha. An interpretive framework is provided for applied researchers and others seeking a conceptual understanding of these estimates.
Article
This study examines the factorial structure of a new instrument to measure engagement, the hypothesized `opposite' of burnout in a sample of university students (N=314) and employees (N=619). In addition, the factorial structure of the Maslach-Burnout Inventory-General Survey (MBI-GS) is assessed and the relationship between engagement and burnout is examined. Simultaneous confirmatory factor analyses in both samples confirmed the original three-factor structure of the MBI-GS (exhaustion, cynicism, and professional efficacy) as well as the hypothesized three-factor structure of engagement (vigor, dedication, and absorption). Contrary to expectations, a model with two higher-order factors – ‘burnout’ and ‘engagement’ – did not show a superior fit to the data. Instead, our analyses revealed an alternative model with two latent factors including: (1) exhaustion and cynicism (‘core of burnout’); (2) all three engagement scales plus efficacy. Both latent factors are negatively related and share between 22% and 38% of their variances in both samples. Despite the fact that slightly different versions of the MBI-GS and the engagement questionnaire had to be used in both samples the results were remarkably similar across samples, which illustrates the robustness of our findings.
Article
This article investigates the effects that perceived challenges and skills in activities have on the quality of everyday life experience. Based on flow theory it was predicted that quality of daily experience would depend on the challenge experienced and skill required in specific situations, as well as on the balance between challenge and skill. The Experience Sampling Method (ESM) was used on a sample of 208 talented adolescents to measure daily variations in four dimensions of experience (concentration, wish to do the activity, involvement, and happiness) in four contexts (in school, with relatives, with friends, and in solitude). The four dimensions of experience were regressed on the predictors challenges, skills, and their absolute difference expressing the balance/imbalance of challenges and skills. Hierarchical linear modeling, explained in detail herein, was conducted on a 1-week sample of experiences. Findings confirm the prediction of flow theory that the balance of challenges and skills has a positive and independent effect on the quality of experience. Yet some differences of parameter estimates were found between dimensions of experience and between social contexts. These heterogeneities call for a further improvement of the flow model.
Intense consumption experiences: peaks, perfortnances, and flow. Paper presented at the Winter Marketing Educators' Conference
  • R J Lutz
  • M Guiry
LUTz, R. J., & GUIRY, M. (1994) Intense consumption experiences: peaks, perfortnances, and flow. Paper presented at the Winter Marketing Educators' Conference, Sr. Petersburg, FL.