2013
DOI: 10.1093/iwc/iwt051
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An Embodied View of Flow

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Cited by 14 publications
(18 citation statements)
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References 33 publications
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“…In recent studies Csikszentmihalyi states that conditions: (1), (2), and (3) promote flow in the course of performing a task [18]. In particular, if the activity is not challenging enough the user will become bored but if the challenge is too difficult he or she will get frustrated, so an adequate challenge level fosters the correct performance of the task [17].…”
Section: Theory Of Flowmentioning
confidence: 99%
See 1 more Smart Citation
“…In recent studies Csikszentmihalyi states that conditions: (1), (2), and (3) promote flow in the course of performing a task [18]. In particular, if the activity is not challenging enough the user will become bored but if the challenge is too difficult he or she will get frustrated, so an adequate challenge level fosters the correct performance of the task [17].…”
Section: Theory Of Flowmentioning
confidence: 99%
“…Optimal User Experience or Flow is a Human-Computer Interaction (HCI) theory focused on promoting a particular kind of human user emotional state that is desirable and can arise when users perform an intrinsically motivating activity [1,2]. This state, which is referred to here as a state of flow, is characterized roughly by being deeply involved and focused on a fully rewarding and satisfying experience.…”
Section: Introductionmentioning
confidence: 99%
“…A challenge may be classified as a composite factor associated with the cognitive, physical, and affective parts of a person [13,24]. Thus challenges can be analyzed in different ways.…”
Section: Difficulty and Familiarity In Gamesmentioning
confidence: 99%
“…Thus challenges can be analyzed in different ways. In this respect, one of the factors to measure the challenge in making it suitable for an activity is familiarity [24]. Familiarity with the traditional way of thinking in game playing can be from remembering the certain scenarios or landmarks of the game environment, becoming useful in tackling the problems of similar genres of games.…”
Section: Difficulty and Familiarity In Gamesmentioning
confidence: 99%
“…In Romero and Calvillo-Gamez (2011), we propose a view of flow based on notions of phenomenology and embodied interaction (Dourish 2001). This view stresses the importance of four main points: the importance of effortless attention, the context where interaction takes place, whether the task is directly concerned with the digital system or with any other aspect of reality, and the body and its role in the interaction with the system.…”
Section: Flow and Balanced Composite Challengesmentioning
confidence: 99%