2013
DOI: 10.1016/j.chb.2012.10.003
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Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning

Abstract: A B S T R A C TRecent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. … Show more

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Cited by 199 publications
(110 citation statements)
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“…In this regard, research in web-based learning environments has shown that there is a positive correlation between the flow state that students might reach when using these environments and their learning outcomes (Liao, 2006;Shin, 2006;Webster, Trevino, & Ryan, 1993). Positive results have also been highlighted by studies that analyzed the performance of students within multi-user virtual environments and gamebased learning environments (Faiola, Newlon, Pfaff, & Smyslova, 2013;Papastergiou, 2009). Therefore, it is reasonable to expect that an emergent technology such as AR may also promote learners' flow state and consequently help them to achieve better learning outcomes.…”
Section: Introductionmentioning
confidence: 79%
“…In this regard, research in web-based learning environments has shown that there is a positive correlation between the flow state that students might reach when using these environments and their learning outcomes (Liao, 2006;Shin, 2006;Webster, Trevino, & Ryan, 1993). Positive results have also been highlighted by studies that analyzed the performance of students within multi-user virtual environments and gamebased learning environments (Faiola, Newlon, Pfaff, & Smyslova, 2013;Papastergiou, 2009). Therefore, it is reasonable to expect that an emergent technology such as AR may also promote learners' flow state and consequently help them to achieve better learning outcomes.…”
Section: Introductionmentioning
confidence: 79%
“…These variables include information quality, credibility, flow, telepresence, enjoyment, concentration, engagement, web skills, challenge, interactivity, interactive speed, control (ease of use, customisation, connectedness), website aesthetics and emotions. (See Rose et al, 2012;Novak, 2009;Ding et al, 2009;Mollen;Wilson, 2010;Faiola et al, 2013;Brodie et al, 2013;Mathwick et al, 2005;Macmillan;Hwang, 2002;Song;Zinkhan, 2008;Hilligoss;Rieh, 2008;Van Noort et al, 2012;Wu et al, 2013;Shrum, 2002;Lee;Jeong, 2010;Harris;Goode, 2010.) While these variables have been outlined individually many have overlapping features and can be deemed as antecedents of variables within various research studies.…”
Section: Online Customer Experiencementioning
confidence: 99%
“…Digital games have become a feasible option for enhancing and developing e-learning tools. Several articles in our review address the use of gaming in education (Admiraal et al, 2011;Beylefeld and Struwig, 2007;Bressler and Bodzin, 2013;Faiola et al, 2013;Hong et al, 2013;Inal and Cagiltay, 2007;Kiili, 2005b;Raphael et al, 2012;Scoresby and Shelton, 2011;Wang and Chen, 2010).…”
Section: Gaming In Learning and Educationmentioning
confidence: 99%
“…In a gaming context, telepresence has been included in flow research models as an antecedent in some models and as a dimension of flow in others. Faiola et al (2013) argue that factors that influence telepresence include vividness, system responsiveness, as well as authenticity and richness of the mediated environment. Conducted in a 3D virtual world environment, their research found a significant relationship between flow and telepresence.…”
Section: Presencementioning
confidence: 99%
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