Designing the user interface: strategies for effective human-computer interaction
Designing the user interface: strategies for effective human-computer interaction
The experience of flow in computer-mediated and in face-to-face groups
ICIS '91 Proceedings of the twelfth international conference on Information systems
Flow in human-computer interactions: test of a model
Human factors in information systems
Task-technology fit and individual performance
MIS Quarterly
Understanding user evaluations of information systems
Management Science
Information Systems Research
International Journal of Electronic Commerce
Flow experiences in information technology use
International Journal of Human-Computer Studies
ERP training with a web-based electronic learning system: The flow theory perspective
International Journal of Human-Computer Studies
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Human Behavior
To search or to explore -- that is the question: a study in mindful engagement
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Flow Experience in Second Life: The Impact of Telepresence on Human-Computer Interaction
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Experiencing flow with instant messaging and its facilitating role on creative behaviors
Computers in Human Behavior
Editorial: Modelling user experience - An agenda for research and practice
Interacting with Computers
Go with the flow: engagement factors for learning in Second Life
SpringSim '10 Proceedings of the 2010 Spring Simulation Multiconference
An integrated model of interaction experience for information retrieval in a Web-based encyclopaedia
Interacting with Computers
HALO (highly addictive, socially optimized) software engineering
Proceedings of the 1st International Workshop on Games and Software Engineering
User-system-experience model for user centered design in computer games
AH'06 Proceedings of the 4th international conference on Adaptive Hypermedia and Adaptive Web-Based Systems
Proceedings of the 4th international conference on Intercultural Collaboration
User-Experience from an Inference Perspective
ACM Transactions on Computer-Human Interaction (TOCHI)
Expert Systems with Applications: An International Journal
Measuring flow experience in an immersive virtual environment for collaborative learning
Journal of Computer Assisted Learning
A cognitive-experiential approach to modelling web navigation
International Journal of Human-Computer Studies
Interacting with the Music Paint Machine: Relating the constructs of flow experience and presence
Interacting with Computers
Experience beyond knowledge: Pragmatic e-learning systems design with learning experience
Computers in Human Behavior
Examining the generalizability of the User Engagement Scale (UES) in exploratory search
Information Processing and Management: an International Journal
Addiction in cyberspace: flow experience on e-shopping
International Journal of Web Based Communities
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Flow theory has been applied to computer-mediated environments to study positive user experiences such as increased exploratory behavior, communication, learning, positive affect, and computer use. However, a review of the existing flow studies in computer-mediated environments in Psychology, Consumer Behavior, Communications, Human-Computer Interaction, and Management Information Systems shows ambiguities in the conceptualization of flow constructs and inconsistency in the flow models. It thus raises the question of whether the direct adoption of traditional flow theory is appropriate without a careful reconceptualization to consider the uniqueness of the computer-mediated environments. This paper focuses on flow antecedents and identifies the importance of separating the task from the artefact within a computer-mediated environment. It proposes a component-based model that consists of person (P), artefact (A), and task (T), as well as the interactions of these components. The model, named the PAT model, is developed by understanding the original flow theory, reviewing existing empirical flow studies within computer-mediated environments, and analysing the characteristics of computer-mediated environments. A set of propositions is constructed to demonstrate the predictive power of the model.