• 제목/요약/키워드: Flow Experience Theory

검색결과 72건 처리시간 0.019초

Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • 제9권1호
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

e-Learning 환경에서 영어 말하기와 듣기 학습자의 몰입경험(flow) 척도개발에 관한 탐색적 연구 (A Study on the Flow State Scale of English Speaking and Listening in the e-Learning Environment)

  • 강정화;한금옥;신동로
    • 디지털융복합연구
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    • 제6권3호
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    • pp.13-22
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    • 2008
  • The purpose of this study is to explore 'Flow Experience' of those studying English speaking and listening in the e-Learning environment. The exploration of flow experience in this study is based on the literature research of Csikszentmihalyi's flow models and other studies. There have been many studies on flow experience focusing on arts, leisure and sports in accordance with Csikszentmihalyi's original theory, however, his flow theory has recently been adapted to the educational field. Nonetheless, it is in the e-learning environment, rather than the face-to-face traditional teaming environment, that there is not enough flow state measurement scale. Therefore, it is important to develop as a stepping stone a flow state scale for those who study English speaking and listening by the cyber-native-speaker on e-Learning environment to improve their satisfaction and achievement.

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작업치료에서 몰입경험 이해를 위한 이론적 고찰 (Theory Review for Understanding Flow Experience in Occupational Therapy)

  • 이정훈;박지혁
    • 재활치료과학
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    • 제10권3호
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    • pp.71-81
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    • 2021
  • 서론 : 본 연구는 대상자의 신체기능과 활동 및 참여를 위해 다양한 치료적 중재를 실시하는 작업치료 분야에 몰입경험 이론의 소개를 목적으로 한다. 본론 : 작업치료 영역에서의 몰입경험 이해를 위해 국내·외 문헌고찰을 통한 몰입경험의 개념과 특징, 단계와 뇌과학적 특성, 측정방법 및 관련 연구들을 정리하였다. 작업치료에서 대상자의 몰입경험은 '시간이 흐르는 것을 잊으면서 하고 있는 치료 활동에 완전하게 빠져드는 심리적 상태'로 정의할 수 있다. 대상자는 과제에 대한 명확한 목표를 인식하며, 도전과 기술 수준이 높은 상태로 균형을 이룰 때에 몰입을 경험하게 된다. 선행 연구에서 몰입을 경험한 대상자는 주의 및 집중, 집행 기능, 상지기능, 일상생활활동 수행 증진과 긍정적인 경험에 긍정적 변화가 있음을 확인하였다. 결론 : 국내 작업치료 영역에서 다양한 치료적 중재에 대상자의 몰입경험이 고려된다면 치료 결과의 효과는 보다 촉진될 것이라 생각되어진다.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

자아효능감이 게임의 몰입에 미치는 영향 (A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience of the Game playing)

  • 최동성;김진우
    • 한국게임학회 논문지
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    • 제9권3호
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    • pp.87-96
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    • 2009
  • 몰입이론과 관련된 연구결과에 의하면, 사람들이 어떤 일에 대해 최적의 경험을 하기 위해서 는 도전감(Challenge)과 능력(Skill)이 높았을 때라고 한다. 그렇다면 몰입이론의 능력(Skill)은 무엇을 의미하는가? 본 연구에서는 교육학에서 다루고 있는 자아효능감(Self-Efficacy)이론을 토대로 몰입이론에서 말하는 능력(Skill)에 대해 재해석하고, 실제 자아효능감에 영향을 미치는 게임의 요소와 자아효능감이 몰입의 경험에 미치는 영향을 설문을 통해 분석하였다. 분석결과를 살펴보면, 몰입에서의 능력(Skill)은 주관적 자기 능력의 의미로써 자아효능감과 동일한 개념임을 알 수 있었다. 또한 설문결과 게임의 보상에 대한 형평성과 타인의 긍정적 평가가 자아효능감에 영향을 미치고, 이를 통해 몰입의 경험을 하게 된다는 가설을 검증하였다. 본 연구 결과를 토대로 플레이어에게 몰입의 경험을 높게 제공하기 위해 자아효능감을 어떻게 게임 요소로 활용해야 하는지에 대한 이론적 근거를 제공해 줄 수 있을 것이다.

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KMS 활용을 통한 지식창조 기제 연구 : 몰입의 관점을 중심으로 (A Study on the Knowledge Creation with KMS Usage : Focusing on the Flow Theory)

  • 이지면;박기우;문준서;김종현
    • Journal of Information Technology Applications and Management
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    • 제18권1호
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    • pp.75-100
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    • 2011
  • For decades, thousands of corporation introduced knowledge management systems to respond knowledge-based society. However, it seems that the systems merely focusing on knowledge accumulation and its sharing have been bounded by many restrictions in terms of new knowledge creation based on the life cycle of knowledge management systems. Moreover, recently, a variety of knowledge management activities regarding organization, systems, and process is emphasized as a strategic asset for a corporation to create core knowledge. Therefore, this study adopted the Csikszentmihalyi's flow theory to investigate the factors affecting knowledge creation and the success factors of knowledge management systems in virtual space. Prior studies argued that flow experience should be a prerequisite for creative knowledge creation. In that vein, this research revealed the causal relationships for flow experience between the determinants of clear goal, immediate feedback, congruence of challenge and skill. Additionally, it empirically examined how flow experience affected the exploratory behavior of knowledge creation.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

웹 2.0에서 사용자 특성과 플로우 간 관계 (Exploring Individual Differences and Flow in Web 2.0 Services)

  • 문윤지
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.569-572
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    • 2013
  • 플로우 이론에 근거해서 본 연구는 개인의 성격이 UCC를 활용할 때 개인의 플로우 경험과 사용형태에 어떠한 영향을 미치는 가를 탐색하고자 한다. 연구결과는 외향성은 사용자가 오락의 목적으로 UGC를 활용할 때 긍정적인 영향관계를 보인다고 시사하고 있으며, 반면 커뮤니케이션이나 정보추구의 목적일 때는 부정적인 관계가 있음을 나타냈다. 한편, 신경성은 오락 및 커뮤니케이션 목적의 UGC 활용과 긍정적인 관계가 있었으며, 정신병리적 성향의 경우 정보추구적 목적의 UCC 활용과 부정적인 관계를 보였다. 본 연구는 플로우의 선행요인과 영향요인을 포함한 실증연구를 제시함으로써 플로우 이론을 확장함에 그 의의가 있다.

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운동몰입의 경험과 내적동기 저하에 관한 고찰 (Integrative Literature Review of Flow Experience and Intrinsic Motivation Decrease)

  • 손정민;하민성;이민철
    • 한국응용과학기술학회지
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    • 제40권5호
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    • pp.1001-1009
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    • 2023
  • 몰입은 내적동기와 관련성이 큰 개념으로 스포츠심리학에서 스포츠 수행에 있어 긍정적인 요소로 여겨진다. 몰입과 중독의 상관관계에 대한 연구들이 선행되었지만, Flow와 Commitment의 개념이 혼동돼 사용되었다. 또한 몰입이 장기적으로 미치는 영향에 대해서는 충분한 연구가 이루어지지 않았다. 따라서 본 연구는 선행연구들을 통해 몰입의 중독성을 확인하였으며, 기존의 연구들과 다르게 장기적으로 몰입이 내적동기를 저하시킬 수 있다는 새로운 가설을 제시하고자 한다. 적응수준 이론과 한계효용체감의 법칙의 관점에서는 몰입을 통해 얻는 만족감이 지속적으로 감소하게 된다. 어느 시점에서 이러한 개인의 발전은 한계를 느끼게 되며, 몰입을 경험하지 못하는 시점에 도달하게 된다. 하지만 개인은 몰입을 다시 경험하고자 하는 욕구가 존재하므로 지속적으로 노력할 것이다. 그러나 몰입 경험의 실패로 이어질 때 반복적인 실패는 슬픔으로 작용하여 내적동기를 약화시키게 된다. 따라서, 본 연구를 통해서 몰입의 부정적인 요소와 장기적인 관점에서 미치는 영향에 대한 연구들이 필요하다고 사료된다.