Difference between revisions of "Flow theory"

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Kamis, A., Koufaris, M., & Stern, T. (2008). [http://inn.colorado.edu/Details/Paper/6357 Using an Attribute-Based DSS for User-Customized Products Online:  An Experimental Investigation.] MIS Quarterly, 32(1), 159-177.
 
Kamis, A., Koufaris, M., & Stern, T. (2008). [http://inn.colorado.edu/Details/Paper/6357 Using an Attribute-Based DSS for User-Customized Products Online:  An Experimental Investigation.] MIS Quarterly, 32(1), 159-177.
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Lowry, Paul Benjamin, Gaskin, James, Twyman, Nathan W., Hammer, Bryan, and Roberts, Tom L. (2013). “[http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2177442 Taking ‘fun and games’ seriously: Proposing the hedonic-motivation system adoption model (HMSAM)],” Journal of the Association for Information Systems (JAIS), vol. 14(11), 617–671.
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Lowry, Paul Benjamin, Jenkins, Jeffrey L., Twyman, Nathan W., Hammer, Bryan, Gaskin, James, and Hassell, Martin (2008). “[http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2287401 Proposing the hedonic affect model (HAM) to explain how stimuli and performance expectations predict affect in individual and group hedonic systems use],” Proceedings of the Journal of the Association for Information Systems Theory Development Workshop at the International Conference on Systems Sciences, Paris, France, December 13. All Sprouts Content, vol. 8(24), paper 230, pp. 1–51.
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Lowry, Paul Benjamin, Twyman, Nathan W., Gaskin, James, Hammer, Bryan, Bailey, Aaron, and Roberts, Tom L. (2007). “[http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1482844 Proposing the interactivity-stimulus-attention model (ISAM) to explain and predict enjoyment, immersion, and adoption of purely hedonic systems],” Proceedings of the Special Interest Group on Human-Computer Interaction 2007 Pre-ICIS Workshop at the International Conference on System Sciences, Montréal, Canada, December 8, paper 11, pp. 72–76 (best-paper nomination) http://aisel.aisnet.org/sighci2007/11/.
  
 
== Links from this theory to other theories ==
 
== Links from this theory to other theories ==

Revision as of 09:52, 9 November 2015

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Flow theory


Acronym

n/a

Alternate name(s)

Flow

Main dependent construct(s)/factor(s)

a mental state of complete absorption

Main independent construct(s)/factor(s)

situation, activity, high level of challenge, focused attention, high level of skill

Concise description of theory

a mental state of complete absorption with the activity at hand, a feeling of total engagement and immersion, a harmonious blend of high level of challenge, focused attention and high level of skill

Diagram/schematic of theory

Originating author(s)

Mihaly Csikszentmihalyi

Seminal articles

Csikszentmihalyi, M. (1975). Plan and Intrinsic Rewards. Journal of Humanistic Psychology, 15(3), 41-63.

Montgomery, H., Sharafi, P., & Hedman, L. R. (2004). Engaging in Activities Involving Information Technology: Dimensions, Modes, and Flow. Human Factors, 46(2), 334-348.

Qiu, L., & Benbasat, I. (2005). An Investigation into the Effects of Text-to-Speech Voice and 3D Avatars on the Perception of Presence and Flow of Live Help in Electronic Commerce. ACM Transactions on Computer-Human Interaction, 12(4), 329–355.

Hoffman, D. L. and T. P. Novak (2009). "Flow Online: Lessons Learned and Future Prospects." Journal of Interactive Marketing 23(1): 23-34.

Originating area

Positive psychology

Level of analysis

individual

IS articles that use the theory

Agarwal, R., & Karahanna, E. (2000). Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage. MIS Quarterly, 24(4), 665-694.

Koufaris, M. (2002). Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior. Information Systems Research, 13(2), 205-223.

Hsu, C.-L. and H.-P. Lu (2003). "Why Do People Play On-Line Games? An Extended TAM with Social Influences and Flow Experience." Information and Management 41(7): 853–868.

Kamis, A., Koufaris, M., & Stern, T. (2008). Using an Attribute-Based DSS for User-Customized Products Online: An Experimental Investigation. MIS Quarterly, 32(1), 159-177. Lowry, Paul Benjamin, Gaskin, James, Twyman, Nathan W., Hammer, Bryan, and Roberts, Tom L. (2013). “Taking ‘fun and games’ seriously: Proposing the hedonic-motivation system adoption model (HMSAM),” Journal of the Association for Information Systems (JAIS), vol. 14(11), 617–671.

Lowry, Paul Benjamin, Jenkins, Jeffrey L., Twyman, Nathan W., Hammer, Bryan, Gaskin, James, and Hassell, Martin (2008). “Proposing the hedonic affect model (HAM) to explain how stimuli and performance expectations predict affect in individual and group hedonic systems use,” Proceedings of the Journal of the Association for Information Systems Theory Development Workshop at the International Conference on Systems Sciences, Paris, France, December 13. All Sprouts Content, vol. 8(24), paper 230, pp. 1–51.

Lowry, Paul Benjamin, Twyman, Nathan W., Gaskin, James, Hammer, Bryan, Bailey, Aaron, and Roberts, Tom L. (2007). “Proposing the interactivity-stimulus-attention model (ISAM) to explain and predict enjoyment, immersion, and adoption of purely hedonic systems,” Proceedings of the Special Interest Group on Human-Computer Interaction 2007 Pre-ICIS Workshop at the International Conference on System Sciences, Montréal, Canada, December 8, paper 11, pp. 72–76 (best-paper nomination) http://aisel.aisnet.org/sighci2007/11/.

Links from this theory to other theories

External links

Flow

Original Contributor(s)

Arnold Kamis


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