Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Information Systems Research
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
A grounded theory of the flow experiences of web users
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
An Empirical Study of an Extended Technology Acceptance Model for Online Video Services
IWANN '09 Proceedings of the 10th International Work-Conference on Artificial Neural Networks: Part II: Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living
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
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Methods for Evaluating Interactive Information Retrieval Systems with Users
Foundations and Trends in Information Retrieval
The movement patterns and the experiential components of virtual environments
International Journal of Human-Computer Studies
A cross-cultural study of flow experience in the it environment: the beginning
OCSC'07 Proceedings of the 2nd international conference on Online communities and social computing
International Journal of Human-Computer Studies
Research Commentary---Digital Natives and Ubiquitous Information Systems
Information Systems Research
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Intelligent user interface for cleaning robots based on optimal user experience
Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication
Designing highly engaging ebook experiences for kids
TPDL'11 Proceedings of the 15th international conference on Theory and practice of digital libraries: research and advanced technology for digital libraries
Impact of Flow and Brand Equity in 3D Virtual Worlds
Journal of Database Management
Exploring the Player Flow Experience in E-Game Playing
International Journal of Technology and Human Interaction
The effect of uncertainty on learning in game-like environments
Computers & Education
Examining users' intention to continue using social network games: A flow experience perspective
Telematics and Informatics
Addiction in cyberspace: flow experience on e-shopping
International Journal of Web Based Communities
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An interview was used to determine, whether flow experiences as defined by Csikszentmihalyi would occur in information technology use. Results indicate, that flow experience is quite frequent while performing a variety of tasks ranging from word processing to programming to visual design and information search on a desktop computer. Also flow experiences seem to occur while using a range of software matching the variety of tasks mentioned above. Participants named factors they thought were causing flow experiences while using information technology. These include almost exclusively items that are generally accepted as good usability. This leads to the concluding hypothesis that designing interfaces that induce flow experiences is to design good usability and vice versa. More research is needed to confirm this.