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What is Flow Theory

IT Issues in Higher Education: Emerging Research and Opportunities
Introduced by psychologist Mihaly Csikszentmihalyi, the flow theory is a state of mind attained when one is fully engaged in an activity.
Published in Chapter:
The Contribution of Serious Games for the Success of Students in Entrepreneurship
Fernando Almeida (Polytechnic Institute of Gaya, Portugal)
Copyright: © 2020 |Pages: 26
DOI: 10.4018/978-1-7998-1029-2.ch007
Abstract
The adoption of serious games as a complement to traditional classroom training is still an emerging theme, but it offers relevant potentialities for both students and teachers. This study describes the integration process of serious games in an entrepreneurship course over five years (2014-2018). In the first three years, the ENTRExplorer was adopted, while in the last two years the FLIGBY was used. The experience of using entrepreneurship serious games is analyzed according to multiple perspectives, such as complexity, generation of more entrepreneurial or group working skills, engagement, interactivity, learning outcomes, or even the impact on the intention to establish a new venture. The findings allowed a comparative analysis of the two games, indicating significant differences in some of those dimensions. Nevertheless, the learning outcomes provided by each game were considered relevant by the students, showing that both games can be useful in the process of learning and acquiring entrepreneurship competencies.
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More Results
Math Teacher Perceptions About Gamification Strategies: An Exploratory Study in the Spanish Context
Theory that holds that when an individual is actively engaged in a challenging task, they might lose track of time and/or of themselves.
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Making Success: Researching a School District's Integration of the Maker Movement Into Its Middle and High School
Originated by Mihaly Csikszentmihalyi, flow theory proposes that when one is actively engaged in an activity where the skills possessed are balanced to the challenge of the activity, s/he can approach an optimal state of experience called “flow.” Several conditions contribute to this psychological state. Together, they can produce a “flow” state fostering meaningful engagement that leads to learning and increased personal satisfaction.
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Contemporary Information Systems Alternative Models to TAM: A Theoretical Perspective
Views flow as a state in which individuals are so engaged in an activity that they might be oblivious to the world around them and possibly lose track of time and even of self. Individuals feel they are in control of their actions and in a sense of enjoyment and exhilaration, when the levels of task challenges and their own skills are both equally high. It is equated to entering the zone (for athletes) or being lost in the experience (for computer video gamers).
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Cyber Security and Anti-Social Networking
A psychological theory which addresses compulsive behavior caused through a positive feedback loop.
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Collaborative Learning in Massively Multiplayer Online Games: A Review of Social, Cognitive and Motivational Perspectives
A theory, in psychology, proposed by Mihály Csíkszentmihályi. Flow describes a mental state where the individual is focused, motivated and fully immersed in an activity or a task.
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The Efficacy of Gamification for the Involvement of Students in Distance Education
Mental state in which a person doing some activity is fully immersed in a feeling of heightened focus, total involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete immersion in what one is doing and a resulting transformation in one's sense of time.
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A Dialogical View on R. Murray Schafer's Theories and Creative Approaches in 21st Century Music Education
A theory introduced by Mihaly Csikszentmihalyi in the 1970s. This theory was based on the author’s research examining certain people, such as artists, writers, athletes, chess masters, and surgeons, who performed activities for pleasure, even when they were not rewarded with money or fame. Csikszentmihalyi found that these people were fully absorbed during their intense activities. He referred to this state as flow because, during his research, people illustrated their intense experiences using the metaphor of being carried by a current in the same way as a river flows.
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Gamification and Gamification Mobile Application Examples in the Health Industry
It's the theory of Mihaly Csikszentmihalyi which is explained as a situation of voluntary effort for a difficult and valuable task. Flow allows for full focused attention. The user's knowledge, skills, and abilities to varying the task from easy to difficult is critical.
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Digital Gamification in the Tourism Industry
It is a theory stating that the size of the prize that can be obtained from the game depending on the level of the games and the player’s abilities have an effect on the gamer’s motivation.
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