Difference between revisions of "Flow theory"

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== IS articles that use the theory ==
 
== 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.
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Agarwal, R., & Karahanna, E. (2000). [http://inn.colorado.edu/Details/Paper/81 Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage.] MIS Quarterly, 24(4), 665-694.
 
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Koufaris, M. (2002). Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior. Information Systems Research, 13(2), 205-223.
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Koufaris, M. (2002). [http://inn.colorado.edu/Details/Paper/6795 Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior.] Information Systems Research, 13(2), 205-223.
 
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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.
 
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.
 
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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.
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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.
  
 
== Links from this theory to other theories ==
 
== Links from this theory to other theories ==

Revision as of 22:52, 19 November 2014

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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.

Links from this theory to other theories

External links

Flow

Original Contributor(s)

Arnold Kamis


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