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What is Flow

Encyclopedia of Decision Making and Decision Support Technologies
An object in a dynamic systems simulation that represents changes in stocks.
Published in Chapter:
Dynamic System Simulation for Decision Support
Norman Pendegraft (University of Idaho, USA) and Mark Rounds (University of Idaho, USA)
DOI: 10.4018/978-1-59904-843-7.ch035
Abstract
Simulation is a powerful methodology for decision support because it allows managers to experiment with models prior to implementing a policy or decision. There are several approaches to computer simulation: continuous event simulation, discrete event simulation, and Monte Carlo simulation. Continuous event simulation can be used to model dynamic system which cannot otherwise be easily modeled.
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More Results
Cultivating Flow and Happiness in Children
A state of consciousness where a person is completely immersed in the present moment while doing something that he/she loves; this state merges optimal experience with a challenge-skill balance and provides multiple benefits to well-being and personal development.
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Teaching Creativity Skills to Foster Social-Emotional Learning
Csikszentmihalyi (1996) defines flow as the timeless and total involvement of individuals to engage in activities.
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Internet Consumer Behavior: Flow and Emotions
state occurring during internet navigation which is intrinsically enjoyable, accompanied by loss of self-consciousness, self-reinforcing and leads to a sense of playfulness.
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Pedagogical Considerations for Successful Implementation of Virtual Reality in the Language Classroom
The sense of heightened immersion which results in extremely high performance of tasks. Within software applications, this results from changing elements of an in-app task from requiring working memory to automation, thereby decreasing overall cognitive load.
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Virtual Reality Technology: A New Perceptional Array in E-Business
This state was defined as absolute absorption in an action and included four elements namely time distortion, exploratory behavior, sense of concentration, and playfulness, second, all these four elements were inter-correlated and interchangeable.
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A Systematic Review of the Correlates and Outcomes of Employee Engagement
Holistic emotion that one feels when he/she becomes wholly absorbed in the job.
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A Suggestion for Energy Policy Planning System Dynamics
It is defined as the increase or decrease in the unit time interval in stocks and denoted by f( t ).
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Gamified Learning: Favoring Engagement and Learning Outcomes
A mental state reached when an individual is completely immersed in an activity and is in a maximum state of concentration, full commitment, and satisfaction in its accomplishment (Csíkszentmihályi, 1975).
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Applying Appreciative Inquiry, Performance Improvement, and Positive Psychology: Assessment of Non-Profit Sustainability
In modern psychology, flow represents an “ideal mental state” that allows free-flowing ideas and a sense of accomplishment. In 1990, Csikszentmihalyi suggested that seeking this “ideal mental state” would create better results.
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The Flow System: Practitioner Tools for Navigating Complexity
A state of being involved, being ‘in-the-moment’. Flow is achieved at the organizational level when employees feel free to interact, adapt, learn, and evolve to address environmental changes or threats. Flow in organizations can be achieved through the interconnectivity of the three helixes of complexity thinking, distributed leadership, and team science: The Triple Helix of Flow.
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Using Video Games to Improve Spatial Skills
The immersive feeling of being focused in an activity, with a high level of pleasure and fulfillment.
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Improve Through Improv: An Examination of the Art and Science of Improv
a state of complete engagement with a task, which is often associated with a focus on the task itself and the loss of the sense of space and time.
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Supply Chain Management via System Dynamics in Flexible Manufacturing System
It is defined as the increase or decrease in the unit time interval in stocks and denoted by f ( t ).
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Differentiating Instruction for Young English Language Learners in the Content Areas
A state of intense engagement in an academic task such that students fail to notice the passing of time or even fatigue.
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Contemplative Practice and Reflexivity for Emotion Regulation
A state of consciousness in which people are so involved in an activity that they lose sense of time, place, and any negative cognitive thought.
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Leveraging the Affordances of an Electronic Game to Meet Instructional Goals
Flow is a theory on motivation (Csikszentmihalyi, 1991). It describes a sense of control, deep engagement, and exhilaration when one is involved in an optimal experience.
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User Experience and Learning Evaluation in Virtual Training of Critical Activities: Case of Live-Line Electrical Substation Maintenance
The mental state in which practitioners enter when they take part in an activity that they deem engaging, creating a mental state which elicits deep concentration.
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Recent Advances in Online Consumer Behavior
State occurring during internet navigation which is intrinsically enjoyable, accompanied by loss of self-consciousness, self-reinforcing and leads to a sense of playfulness.
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Multiplayer Game-Based Language Learning
A theory of engagement which describes a state of deep concentration while the participant(s) in an activity are in a creative and rewarding state of mind.
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User Experience of Public Speaking Practice in Virtual Reality
Mental state of users who are completely involved in the process of an activity.
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State of the Art and Future Trends of Datacenter Networks
A sequence of packets typically from the same application between a given source to a specific destination.
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Serious Games as Positive Technologies
It is a positive, complex and highly structured state of deep involvement, absorption, and enjoyment. The basic feature of this experience is a dynamic equilibrium perceived between high environmental action opportunities (challenges) and adequate personal resources in facing them (skills). Additional characteristics are deep concentration, clear rules and unambiguous feedback from the task at hand, loss of reflective self-consciousness, control of one’s actions and environment, alteration of temporal experience, and intrinsic motivation.
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Optimizing Patient Flow in Emergency Care Units  and Lean Healthcare
Refers to the progressive achievement of tasks along a value stream so that a product proceeds from design to launch, order to delivery, and raw materials into the hands of the customer with no stoppages, scrap, or backflows ( Womack & Jones, 1997 ).
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System Dynamics Modelling for Analyzing CO2 Emissions: A Case Study in Turkey
It is defined as the increase or decrease in the unit time interval in stocks and denoted by f ( t ).
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Creativity and Digital Games: A Study of Developing Creativity Through Digital Games
The mental state achieved with the balance of the mental states of anxiety and boredom in which a person may be best suited to perform a task.
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Gamification in Rehabilitation: Finding the “Just-Right-Challenge”
A state of being when the challenge of the task is suitably matched with the skill level of the individual. Being in a flow state means that perceptions of reality are distorted and the individual has focused most attention to the task at hand.
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The Place of Gamification in the Educational Context
A state of mind where the student is fully engaged in the activity, which must be fun and reasonably demanding. The key is that almost any task or work can be transformed into a flow experience by creating opportunities for feedback and setting achievable goals within the task.
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Flow-based Adaptive Information Integration
a directed relationship that transmits events from a source activity to a sink activity.
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Detecting the Risk of Online Harms on People With Social Orientation Impairments: The Role of Automated Affective Content Screening of Neuro-Response Plasticity
The extent to which a person’s fantasies and phantasies balance (i.e. their cognitions are consonant) to the point they lose track of time because they feel they are achiving what they want to achieve.
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Serious Lessons from the Commercial Games Industry
A state of immersion in an activity in which a person feels a heightened sense of focus and involvement.
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Importance of the Physical Sports Experience in Modern Physical Education
A state that is achieved when the task or challenge to be overcome is interesting for the person who performs it and has nothing to do with other external objectives.
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Towards a Role-Playing Game Procedural Dungeon Generation Strategy to Help Developing Working Skills
In terms of gaming, flow is a state of fulfillment where the player feels the game is in optimal conditions for his own level of experience, not too difficult nor too easy, increasing the loyalty and sense of personal achievement. There is an entire theory constructed around explaining this concept, it is not only limited to the field of games, any human activity can be described in terms of passion and boringness, concepts that are the pillars of this construct.
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Natural User Interfaces for Meditative Health Games
The state of being fully engrossed in an activity; deep concentration.
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Telescopic Ads on Interactive Digital Television
Flow is an intrinsically motivated, optimal enjoyable mental state leading to increased attention, cognitive involvement, and a feeling of fun and escapism.
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System Dynamics Modeling for Public Health Bed Capacity Planning
It is defined as the increase or decrease in the unit time interval in stocks and denoted by f ( t ).
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Systems Thinking and the Internet from Independence to Interdependence
or rate is the amount of change in a variable over time. Flow represents the change in the status of a variable over a specified time unit.
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Revealing New Hidden Curriculum and Pedagogy of Digital Games
Flow is the state of optimal happiness which people get when they are actively participating in tasks. Csikszentmihalyi (1992) identifies “concentration on the activity” and “involvement in the activity” as two characteristics of the flow experience.
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Gap Between Mobile and Online Advergames: The Possible Effects of the Optimal Gaming Experience-Flow
The sense of optimal experience created with the feelings of challenge, telepresence, involvement with the activity, arousal, and time distortion.
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The Potential of Gaming to Ameliorate Human Factors in Information Security Compliance
An intense, ego-free, hyper-focused state of attention brought about by compelling activities at the appropriate challenge level.
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Surveying Games With a Combined Model of Immersion and Flow
Optimal experience of an activity. Flow is used to describe a state of complete concentration, during which all senses are focused on the activity performed.
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Single-Minute Exchange of Die (SMED) and Lean Healthcare: Reducing Patient Journey in Emergency Care Units
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Policy Designing via System Dynamics
It is defined as the increase or decrease in the unit time interval in stocks and denoted by f ( t ).
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Literacy Learning and Assessment for the Digital Age
The founder of the discipline referred to as “Positive Psychology,” Mihalyi Csikszentmihalyi coined the phrase “flow” to describe the state of becoming so absorbed in the creativity of the work we are doing that we lose track of time, and all distractions fade into the background. This concept of “flow” contributes to the study’s model because it supports strong best practices such as the incorporation of clear goals, detailed feedback, and a balance between challenges and skills. This is the state of engagement the study will strive to create; when learning becomes the end in itself ( Csikszentmihalyi, 2000 ; Sami & Csikszentmihalyi, 2012 ).
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Retooling the Self for the Post-Pandemic Economy: Identity, Work, and Well-Being
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The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests
The frame of mind experienced when an activity is neither boring nor overly challenging.
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Enhanced Interaction in Mixed Social Environments
Concept developed by Csikszentmihalyi (1990). “The mental state of operation in which the person is fully immersed in what he or she is doing.” Flow is the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment. (Wikipedia, 2007a)
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