Audience engagement in multimedia presentations
ACM SIGMIS Database
Extending the TAM for a World-Wide-Web context
Information and Management
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
Exploring the theoretical foundations of playfulness in computer interactions
Exploring the theoretical foundations of playfulness in computer interactions
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Flow experiences in information technology use
International Journal of Human-Computer Studies
Extrinsic versus intrinsic motivations for consumers to shop on-line
Information and Management
Identifying usability and fun problems in a computer game during first use and after some practice
International Journal of Human-Computer Studies - Human-computer interaction research in the managemant information systems discipline
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
Computers in Human Behavior
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Flow theory has been widely applied in the context of information technology and is useful in understanding users' behavior; however, few studies empirically examine what factors influence players' flow, and what the facets and consequences of flow are in the context of electronic games e-games. In this study, the author reviews previous flow-related literature to develop the proposed model to explore these research questions. The proposed model is empirically evaluated using survey data collected from 277 users responding about their perception of e-game. Results of this empirical study show that perceived ease of use, immediate feedback, skill and challenge are antecedents of flow, while enjoyment is the most salient facet of flow. The results provide further insights into e-game design and development.