The state of flow in a digital experience is commonly apprehended through the application of psychometric measures; while the Four-Channels Flow Model is rarely used by researchers and practitioners in digital marketing. This research examines the properties of this model, replicating its use to study video game (n=761) and web browsing (n=1,131) experiences. The results show that the Four-Channels Flow Model is able to identify people in a flow state in a satisfactory manner. The double replication of this model in a digital context corroborates the conclusions formulated in three previous researches
Cyberspace constitutes a specific environment; the investigations in this field are based either on ...
In this study we investigate the effects of user skill and task challenge on online shoppers’ experi...
This paper provides a critical review to analyze the promises and important challenges of studying f...
The state of flow in a digital experience is commonly apprehended through the application of psychom...
The purpose of this paper is to investigate a flow model (F-model) and its operationalizations abili...
The four channels of flow (Csikszentmihalyi & Csikszentmihaly, 1988) posit that high and low lev...
This is a working paper. elab.vanderbilt.edu Measuring the Flow Construct in Online Environments: A ...
In this study we investigate the flow experience in Internet context using channel models. Flow is a...
The flow construct (Csikszentmihaly 1977) has recently been proposed by Hoffman and Novak (1996) as ...
The four channels of flow (Csikszentmihalyi & Csikszentmihaly, 1988) posit that high and low levels ...
Intuition and previous research suggest that creating a compelling online environment for Web consum...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
Previous research has acknowledged flow as a useful construct for explaining online consumer behavio...
International audienceThis exploratory research analyzes the factors influencing flow experience in ...
Effective measurement of the enjoyment of computer game play will assist game designers to understan...
Cyberspace constitutes a specific environment; the investigations in this field are based either on ...
In this study we investigate the effects of user skill and task challenge on online shoppers’ experi...
This paper provides a critical review to analyze the promises and important challenges of studying f...
The state of flow in a digital experience is commonly apprehended through the application of psychom...
The purpose of this paper is to investigate a flow model (F-model) and its operationalizations abili...
The four channels of flow (Csikszentmihalyi & Csikszentmihaly, 1988) posit that high and low lev...
This is a working paper. elab.vanderbilt.edu Measuring the Flow Construct in Online Environments: A ...
In this study we investigate the flow experience in Internet context using channel models. Flow is a...
The flow construct (Csikszentmihaly 1977) has recently been proposed by Hoffman and Novak (1996) as ...
The four channels of flow (Csikszentmihalyi & Csikszentmihaly, 1988) posit that high and low levels ...
Intuition and previous research suggest that creating a compelling online environment for Web consum...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
Previous research has acknowledged flow as a useful construct for explaining online consumer behavio...
International audienceThis exploratory research analyzes the factors influencing flow experience in ...
Effective measurement of the enjoyment of computer game play will assist game designers to understan...
Cyberspace constitutes a specific environment; the investigations in this field are based either on ...
In this study we investigate the effects of user skill and task challenge on online shoppers’ experi...
This paper provides a critical review to analyze the promises and important challenges of studying f...