Playing at innovation in the computer revolution
Psychological issues of human-computer interaction in the work place
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
Understanding the Psychology of Internet Behaviour: Virtual Worlds, Real Lives
Understanding the Psychology of Internet Behaviour: Virtual Worlds, Real Lives
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Flow experiences in information technology use
International Journal of Human-Computer Studies
Multimedia Human-Computer Interaction for Presence and Exploration in a Telemuseum
Presence: Teleoperators and Virtual Environments
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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.