Flow and the Foundations of Positive Psychology 2014
DOI: 10.1007/978-94-017-9088-8_16
|View full text |Cite
|
Sign up to set email alerts
|

The Concept of Flow

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

34
1,081
2
100

Year Published

2014
2014
2023
2023

Publication Types

Select...
8

Relationship

0
8

Authors

Journals

citations
Cited by 1,211 publications
(1,310 citation statements)
references
References 32 publications
34
1,081
2
100
Order By: Relevance
“…Flow or transpor-tation is another positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while simultaneously evoking a loss of self-consciousness (Sherry, 2004). In psychology, flow experiences have repeatedly been linked to a host of positive outcomes for adolescents, including commitment and achievement in high school (e.g., Nakamura & Csikszentmihalyi, 2002), higher self-esteem, and less anxiety (Csikszentmihalyi, Rathunde, & Whalen, 1993). Experiencing flow or transportation in games may lead to similar positive real-world outcomes; however, this hypothesis remains untested.…”
Section: Emotional Benefits Of Gamingmentioning
confidence: 99%
“…Flow or transpor-tation is another positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while simultaneously evoking a loss of self-consciousness (Sherry, 2004). In psychology, flow experiences have repeatedly been linked to a host of positive outcomes for adolescents, including commitment and achievement in high school (e.g., Nakamura & Csikszentmihalyi, 2002), higher self-esteem, and less anxiety (Csikszentmihalyi, Rathunde, & Whalen, 1993). Experiencing flow or transportation in games may lead to similar positive real-world outcomes; however, this hypothesis remains untested.…”
Section: Emotional Benefits Of Gamingmentioning
confidence: 99%
“…Four gaming experiences (boredom, relaxation, flow, and anxiety) out of the eight pointed out by Nakamura and Csikszentmihalyi (2014) are obtained by crossing CA and CE. Table 1 below shows the correspondence between the two-dimensional concentration measure and XPs, where low (CA or CE≤4) and high (CA or CE>4) levels of concentration measures have been distinguished.…”
Section: The Analytical Frameworkmentioning
confidence: 99%
“…First, according to Nakamura and Csikszentmihalyi [29], one major proximal condition to flow experience is being adequately challenged, with gamers’ skills being stretched but not overestimated (DA H &DE H ). However, in this ‘enjoyable zone’ also lies the relaxation state characterized by a pleasant gaming experience, with the skills not being stretched (DA L &DE H ).…”
Section: The Analytical Frameworkmentioning
confidence: 99%
See 1 more Smart Citation
“…Flow is a psychological state that is characterized by a high level of attention with a low sense of effort, low self-awareness, and a sense of control and enjoyment, and occurs during the performance of tasks that are challenging but matched in difficulty to the skill level of the individual [2,3]. The state of flow has been studied in a wide range of tasks, from chess playing to rock climbing, and is described in remarkably similar terms across activities.…”
Section: Introductionmentioning
confidence: 99%