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The experience of flow in computer-mediated and in face-to-face groups
0 references·16 citing·49 second hopsampled
The experience of flow in computer-mediated and in face-to-face groups (1991)The experience of flow in computer-mediat…Flow in e‐learning: What drives it and why it matters (2016)Flow in e‐learning: What driv…Flow in context: Development and validation of the flow experience instrument for social networking (2016)Flow in context: Development …Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games (2013)Self-traits and motivations a…Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning (2012)Correlating the effects of fl…The Impact of Flow on Online Consumer Behavior (2010)The Impact of Flow on Online …Experiencing flow with instant messaging and its facilitating role on creative behaviors (2010)Experiencing flow with instan…Consumer perceptions of online shopping environments: A gestalt approach (2010)Consumer perceptions of onlin…The moderating role of locus of control on the links between experiential motives and intention to play online games (2008)The moderating role of locus …Explaining Internet dependency (2006)Explaining Internet dependencyFlow in Computer-Mediated Environments: Promises and Challenges (2005)Flow in Computer-Mediated Env…AN EXAMINATION OF THE MULTIDIMENSIONALITY OF FLOW CONSTRUCT IN A COMPUTER-MEDIATED ENVIRONMENT (2005)AN EXAMINATION OF THE MULTIDI…The ebb and flow of online learning (2004)The ebb and flow of online le…Flow on the net–detecting Web users’ positive affects and their flow states (2004)Flow on the net–detecting Web…An analysis of communication mode in group support systems research (2003)An analysis of communication …Using innovation diffusion theory to guide collaboration technology evaluation: work in progress (2002)Using innovation diffusion th…Audience engagement in multimedia presentations (1997)Audience engagement in multim…Organizational Information Requirements, Media Richness and Structural Design (1986)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)The relationship between white-water rafting experience formation and customer reaction: a flow theory perspective (2010)Interactivity in Brand Web Sites: Cognitive, Affective, and Behavioral Responses Explained by Consumers’ Online Flow Experience (2012)Promoting online learners’ continuance intention: An integrated flow framework (2015)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness (2017)A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity (2018)What Drives Gift-giving Intention in Live Streaming? The Perspectives of Emotional Attachment and Flow Experience (2021)Society and the Adolescent Self-Image (1965)Social cognitive theory of self-regulation (1991)Self-Efficacy: The Exercise of Control (1999)The role of stress and motivation in problematic smartphone use among college students (2015)A hybrid SEM-neural network analysis of social media addiction (2019)Tell me why are you using social media (SM)! Relationship between reasons for use of SM, SM flow, daily stress, depression, anxiety, and addictive SM use – An exploratory investigation of young adults in Germany (2020)Toward a Psychology of Being (1962)Subjective Well-Being (1984)Взаимосвязь статуса занятости и пола с уровнем психологического благополучия (2026)Conflict, arousal, and curiosity. (1960)Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)To App or Not to App: Engaging Consumers via Branded Mobile Apps (2013)Mobile ubiquity: Understanding the relationship between cognitive absorption, smartphone addiction and social network services (2018)Qualitative research and evaluation methods (1980)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Alternative Ways of Assessing Model Fit (1992)Survey Research in HCI (2014)E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow (2015)Beyond boredom and anxiety (1975)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Role of social presence and cognitive absorption in online learning environments (2011)A Foundation for the Study of Group Decision Support Systems (1987)Electronic meeting systems (1991)Capturing the Complexity in Advanced Technology Use: Adaptive Structuration Theory (1994)Influence of group member familiarity on online collaborative learning (2008)Information Systems Theorizing Based on Evolutionary Psychology: An Interdisciplinary Review and Theory Integration Framework1 (2009)Where Global and Virtual Meet: The Value of Examining the Intersection of These Elements in Twenty-First-Century Teams (2014)Generalized expectancies for internal versus external control of reinforcement. (1966)User Acceptance of Information Technology: Toward A Unified View1 (2003)Predicting online game loyalty based on need gratification and experiential motives (2011)Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) (2014)Player–video game interaction: A systematic review of current concepts (2015)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Principles and Practice of Structural Equation Modeling (1998)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Online experiences and virtual goods purchase intention (2012)Online experiences: flow theory, measuring online customer experience in e-commerce and managerial implications for the lodging industry (2013)SNS flow, SNS self-disclosure and post hoc interpersonal relations change: Focused on Korean Facebook user (2013)
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  • 1997Audience engagement in multimedia presentations382 cited
  • 2013Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games326 cited
  • 2012Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning273 cited
  • 2005Flow in Computer-Mediated Environments: Promises and Challenges236 cited
  • 2004Flow on the net–detecting Web users’ positive affects and their flow states214 cited
  • 2003An analysis of communication mode in group support systems research193 cited
  • 2008The moderating role of locus of control on the links between experiential motives and intention to play online games192 cited
  • 2004The ebb and flow of online learning169 cited
  • 2010Experiencing flow with instant messaging and its facilitating role on creative behaviors153 cited
  • 2005AN EXAMINATION OF THE MULTIDIMENSIONALITY OF FLOW CONSTRUCT IN A COMPUTER-MEDIATED ENVIRONMENT150 cited
  • 2010The Impact of Flow on Online Consumer Behavior128 cited
  • 2010Consumer perceptions of online shopping environments: A gestalt approach119 cited
  • 2006Explaining Internet dependency116 cited
  • 2002

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Using innovation diffusion theory to guide collaboration technology evaluation: work in progress
110 cited
  • 2016Flow in e‐learning: What drives it and why it matters93 cited
  • 2016Flow in context: Development and validation of the flow experience instrument for social networking92 cited