Araştırma Makalesi
BibTex RIS Kaynak Göster

A Conceptual Model Suggestion Of Flow Experience

Yıl 2016, , 71 - 100, 21.12.2016
https://doi.org/10.17153/oguiibf.272248

Öz





The
flow experience, which is a mental state on the action that is being carried
out by the individual (Csikszentmihalyi, 1988), has been approached in many
studies since 1975, the year when it was suggested by Csikszentmihalyi.
Although results of the studies have had different contexts, they point out the
fact that the flow experience has an important potential in explaining the
phenomena regarding the action. 
However, upon a more in-depth examination of the literature on the
subject, it can be observed that  the
modelling of the flow is highly far from showing a specific  tendency and consistency. The aim of our
research is to put forth a conceptual model suggestion on the flow experience
in order to eliminate this confusion in the literature.
As
a result of literature  screening, a
conceptual model suggestion on the flow experience, which consists of challenge/competence
balance, specified objectives, feedback antecedents and sub-dimensions of enjoyment,,
time distortion, curiosity, perceived control and concentration  was made.


Kaynakça

  • Agarwal, R., ve Karahanna, E. (2000). “Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage.” MIS quarterly, 665-694.
  • Aykol, B. ve Aksatan M. (2013) “Akış teorisinin müze ziyaretlerine uygulanabilirliğine dair kavramsal bir model ve araştırma önerileri.” Pazarlama ve Pazarlama Araştırmaları Dergisi, 6(12), 69-90.
  • Bakker, A. (2008). “The work-related flow inventory: construction and initial validation of the Flow.” Journal of vocational behavior, 75, 400-414.
  • Beylefeld, A. A., ve Struwig, M. C. (2007). “A gaming approach to learning medical microbiology: students’ experiences of flow.” Medical teacher, 29(9-10), 933-940.
  • Bressler, D.M. ve Bodzin, A.M. (2013) “A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game”, Journal of Computer Assisted Learning, Vol. 29, No. 6, 505–51.
  • Bridges, E., ve Florsheim, R. (2008). “Hedonic and utilitarian shopping goals: The online experience.” Journal of Business Research, 61(4), 309-314.
  • Cengiz, H., ve Başaran, S., (2016). “Cep Telefonu Kullanıcılarının Tüketici Tecrübelerinin Değerlendirilmesi: Online Tüketici Yorumları Üzerine Netnografik Bir İnceleme.”, Tüketici ve Tüketim Araştırmaları Dergisi, 8(1).
  • Chan, T. S., ve Repman, J. (1999). “Flow in web based instructional activity: An exploratory research project.” International Journal of Educational Telecommunications, 5(3), 225-237.
  • Chen, H., Wigand, R. T., ve Nilan, M. S. (1999). “Optimal experience of web activities.” Computers in human behavior. 15(5), 585-608.
  • Chen, H., Wigand, R. T., ve Nilan, M. (2000). “Exploring web users' optimal flow experiences.” Information Technology & People, 13(4), 263-281.
  • Chen, H. (2006). “Flow on the net–detecting Web users’ positive affects and their flow states.” Computers in human behavior, 22(2), 221-233.
  • Chen, J. (2007). “Flow in games (and everything else).” Communications of the ACM, 50(4), 31-34.
  • Choi, D. H., Kim, J., ve Kim, S. H. (2007). “ERP training with a web-based electronic learning system: The flow theory perspective.” International Journal of Human-Computer Studies, 65(3), 223-243.
  • Chou, T. J., ve Ting, C. C. (2003). “The role of flow experience in cyber-game addiction.” CyberPsychology & Behavior, 6(6), 663-675.
  • Clarke, S. G., ve Haworth, J. T. (1994). “‘Flow’experience in the daily lives of sixth‐form college students.” British Journal of Psychology, 85(4), 511-523.
  • Cowley, B., Charles, D., Black, M., ve Hickey, R. (2008). “Toward an understanding of flow in video games.” Computers in Entertainment (CIE), 6(2), 20.
  • Csikszentmihalyi, M. (1975), Beyond Boredom and Anxiety: Experiencing Flow in Wok and Play . San Francisco: Jossey-Bass.
  • Csikszentmihalyi, M. (1977), Beyond Boredom and Anxiety, second printing. San Francisco: Jossey-Bass.
  • Csikszentmihalyi M. (1988). Optimal Experience: Psychological Studies of Flow Consciousness. Cambridge University Press, New York, NY.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row.
  • Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harpcr Coilins.
  • Csikszentmihalyi, M., ve LeFevre, J. (1989). “Optimal experience in work and leisure.” Journal of personality and social psychology, 56(5), s.815.
  • Custodero, L. A. (2002). Seeking challenge, finding skill: Flow experience and music education. Arts Education Policy Review, 103(3), 3-9.
  • Dailey, L. (2004). Navigational web atmospherics: explaining the influence of restrictive navigation cues. Journal of Business Research, 57(7), 795-803.
  • Davis, F. D., Bagozzi, R. P., ve Warshaw, P. R. (1992). “Extrinsic and intrinsic motivation to use computers in the workplace.” Journal of applied social psychology, 22(14), 1111-1132.
  • Deng, L., Turner, D. E., Gehling, R., ve Prince, B. (2010). “User experience, satisfaction, and continual usage intention of IT.” European Journal of Information Systems, 19(1), 60-75.
  • Ding, D. X., Hu, P. J. H., Verma, R., ve Wardell, D. G. (2009). “The impact of service system design and flow experience on customer satisfaction in online financial services.” Journal of Service Research, 13(1), 96-110.
  • Domina, T., Lee, S. E., ve MacGillivray, M. (2012). “Understanding factors affecting consumer intention to shop in a virtual world.” Journal of Retailing and Consumer Services, 19(6), 613-620.
  • Drengner, J., Gaus, H., ve Jahn, S. (2008). “Does flow influence the brand image in event marketing?.” Journal of Advertising Research, 48(1), 138-147.
  • Ellis, Gary D., Judith E. Voelkl, ve Catherine Morris (1994), "Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model" Journal of Leisure Research,26(4), 337-356.
  • Finneran, C. M., ve Zhang, P. (2005). “Flow in computer-mediated environments: promises and challenges.” Communications of the association for information systems, 15(1), 4.
  • Gao, L., ve Bai, X. (2014). “Online consumer behaviour and its relationship to website atmospheric induced flow: Insights into online travel agencies in China.” Journal of Retailing and Consumer Services, 21(4), 653-665.
  • Gerow, J. E., Ayyagari, R., Thatcher, J. B., ve Roth, P. L. (2013). “Can we have fun@ work? The role of intrinsic motivation for utilitarian systems.” European Journal of Information Systems, 22(3), 360-380.
  • Ghani, J. A. ve S. D. Deshpande (1994). “Task Characteristics and the Experience of Optimal Flow in Human-Computer Interaction.” Journal of Psychology, 128 (4), 381-391.
  • Ghani, J. (1995) "Flow in Human Computer Interactions: Test of a Model," in Carey, J. (Ed.), Human Factors in Information Systems: Emerging Theoretical Bases, New Jersey: Ablex Publishing Corp, 291-311.
  • Guo, Y. (2004). Flow in internet shopping: a validity study and an examination of a model specifying antecedents and consequences of flow (Doctoral Tezi, Texas A&M University).
  • Guo, Y. M., ve Poole, M. S. (2009). “Antecedents of flow in online shopping: a test of alternative models.” Information Systems Journal, 19(4), 369-390.
  • Ha, I., Yoon, Y., ve Choi, M. (2007). “Determinants of adoption of mobile games under mobile broadband wireless access environment.” Information and Management, 44(3), 276–286.
  • Heijden, H. (2004). “User Acceptance of Hedonic Information Systems Source” MIS Quarterly, 28(4), 695-704
  • Hoffman, D. L., ve Novak, T. P. (1996). “Marketing in hypermedia computer-mediated environments: conceptual foundations.” The Journal of Marketing, 50-68.
  • Hoffman, D. L., ve Novak, T. P. (2009). “Flow online: lessons learned and future prospects.” Journal of Interactive Marketing, 23(1), 23-34.
  • Ho, L. A., ve Kuo, T. H. (2010). “How can one amplify the effect of e-learning? An examination of high-tech employees’ computer attitude and flow experience.” Computers in Human Behavior, 26(1), 23-31.
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  • Korzaan, Milinda L. (2003), “Going With the Flow: Predicting Online Purchase Intentions”, Journal of Computer Information Systems, 43 (4), 25–31.
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  • Malone, T. (1982). “What makes computer games fun?” ACM, C:13, No:12, 143.
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  • Moon, J. W., ve Kim, Y. G. (2001). “Extending the TAM for a World-Wide-Web context.” Information & Management, 38(4), 217-230.
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  • Novak, T. P., Hoffman, D. L., ve Yung, Y. F. (2000). “Measuring the customer experience in online environments: A structural modeling approach.” Marketing science, 19(1), 22-42.
  • Novak, Thomas P., Donna L. Hoffman, ve Adam Duhachek (2003). "The influence of goal-directed and experiential activities on online flow experiences." Journal of consumer psychology 13(1), 3-16.
  • O'Cass, A., ve Carlson, J. (2010). “Examining the effects of website-induced flow in professional sporting team websites.” Internet Research, 20(2), 115-134.
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  • Procci, K., Singer, A.R., Levy, K.R. ve Bowers, C. (2012) “Measuring the flow experience of gamers: an evaluation of the DFS-2”, Computers in Human Behavior, 28(6), 2306–2312.
  • Rathunde, K. ve Csikszentmihalyi. M. (2000). “Middle School Students’ Motivation and Quality of Experience: A Comparison of Montessori and Traditional School Environments.” American Journal of Education, 111, 341-371.
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  • Rossin, D., Ro, Y. K., Klein, B. D., ve Guo, Y. M. (2009). “The effects of flow on learning outcomes in an online information management course.” Journal of Information Systems Education, 20(1), 87.
  • Salanova, M., Bakker, A. B., ve Llorens, S. (2006). “Flow at work: evidence for an upward spiral of personal and organizational resources*.” Journal of Happiness Studies, 7(1), 1-22.
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  • Scoresby, J., ve Shelton, B. E. (2011). “Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments.” Instructional Science, 39(3), 227-254.
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Akış Deneyimine İlişkin Kavramsal Bir Model Önerisi

Yıl 2016, , 71 - 100, 21.12.2016
https://doi.org/10.17153/oguiibf.272248

Öz

Bireyin
içinde bulunduğu eyleme ilişkin zihinsel bir durum olan akış deneyimi
(Csikszentmihalyi, 1988), Csikszentmihalyi tarafından ortaya konduğu 1975
yılından günümüze bir çok farklı çalışmada ele alınmıştır. Çalışmaların
sonuçları, farklı bağlamlar içerisinde de olsa akış deneyiminin ilgili eyleme
ilişkin olguların açıklanmasında önemli bir potansiyele sahip olduğuna işaret
etmektedir. Ancak konuya ilişkin literatür daha derinlemesine incelendiğinde,
akış deneyiminin ele alındığı birçok çalışmada, akışın modellenmesinin belirli
bir yönelim göstermekten ve tutarlılıktan oldukça uzak olduğu fark
edilebilmektedir. Çalışmamızın amacı literatürde var olan bu karmaşıklığın
giderilebilmesi adına akış deneyimine ilişkin kavramsal genel bir model
önerisinin ortaya konmasıdır. Literatür taraması sonucunda akış deneyimine
ilişkin, meydan okuma/yetkinlik dengesi, belirlenmiş hedefler ve geri bildirim
öncülleri ve zevk, zamanın dönüşümü, merak, kontrol duygusu ve odaklanma alt
boyutlarından oluşan kavramsal bir model önerisinde bulunulmuştur.

Kaynakça

  • Agarwal, R., ve Karahanna, E. (2000). “Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage.” MIS quarterly, 665-694.
  • Aykol, B. ve Aksatan M. (2013) “Akış teorisinin müze ziyaretlerine uygulanabilirliğine dair kavramsal bir model ve araştırma önerileri.” Pazarlama ve Pazarlama Araştırmaları Dergisi, 6(12), 69-90.
  • Bakker, A. (2008). “The work-related flow inventory: construction and initial validation of the Flow.” Journal of vocational behavior, 75, 400-414.
  • Beylefeld, A. A., ve Struwig, M. C. (2007). “A gaming approach to learning medical microbiology: students’ experiences of flow.” Medical teacher, 29(9-10), 933-940.
  • Bressler, D.M. ve Bodzin, A.M. (2013) “A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game”, Journal of Computer Assisted Learning, Vol. 29, No. 6, 505–51.
  • Bridges, E., ve Florsheim, R. (2008). “Hedonic and utilitarian shopping goals: The online experience.” Journal of Business Research, 61(4), 309-314.
  • Cengiz, H., ve Başaran, S., (2016). “Cep Telefonu Kullanıcılarının Tüketici Tecrübelerinin Değerlendirilmesi: Online Tüketici Yorumları Üzerine Netnografik Bir İnceleme.”, Tüketici ve Tüketim Araştırmaları Dergisi, 8(1).
  • Chan, T. S., ve Repman, J. (1999). “Flow in web based instructional activity: An exploratory research project.” International Journal of Educational Telecommunications, 5(3), 225-237.
  • Chen, H., Wigand, R. T., ve Nilan, M. S. (1999). “Optimal experience of web activities.” Computers in human behavior. 15(5), 585-608.
  • Chen, H., Wigand, R. T., ve Nilan, M. (2000). “Exploring web users' optimal flow experiences.” Information Technology & People, 13(4), 263-281.
  • Chen, H. (2006). “Flow on the net–detecting Web users’ positive affects and their flow states.” Computers in human behavior, 22(2), 221-233.
  • Chen, J. (2007). “Flow in games (and everything else).” Communications of the ACM, 50(4), 31-34.
  • Choi, D. H., Kim, J., ve Kim, S. H. (2007). “ERP training with a web-based electronic learning system: The flow theory perspective.” International Journal of Human-Computer Studies, 65(3), 223-243.
  • Chou, T. J., ve Ting, C. C. (2003). “The role of flow experience in cyber-game addiction.” CyberPsychology & Behavior, 6(6), 663-675.
  • Clarke, S. G., ve Haworth, J. T. (1994). “‘Flow’experience in the daily lives of sixth‐form college students.” British Journal of Psychology, 85(4), 511-523.
  • Cowley, B., Charles, D., Black, M., ve Hickey, R. (2008). “Toward an understanding of flow in video games.” Computers in Entertainment (CIE), 6(2), 20.
  • Csikszentmihalyi, M. (1975), Beyond Boredom and Anxiety: Experiencing Flow in Wok and Play . San Francisco: Jossey-Bass.
  • Csikszentmihalyi, M. (1977), Beyond Boredom and Anxiety, second printing. San Francisco: Jossey-Bass.
  • Csikszentmihalyi M. (1988). Optimal Experience: Psychological Studies of Flow Consciousness. Cambridge University Press, New York, NY.
  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row.
  • Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harpcr Coilins.
  • Csikszentmihalyi, M., ve LeFevre, J. (1989). “Optimal experience in work and leisure.” Journal of personality and social psychology, 56(5), s.815.
  • Custodero, L. A. (2002). Seeking challenge, finding skill: Flow experience and music education. Arts Education Policy Review, 103(3), 3-9.
  • Dailey, L. (2004). Navigational web atmospherics: explaining the influence of restrictive navigation cues. Journal of Business Research, 57(7), 795-803.
  • Davis, F. D., Bagozzi, R. P., ve Warshaw, P. R. (1992). “Extrinsic and intrinsic motivation to use computers in the workplace.” Journal of applied social psychology, 22(14), 1111-1132.
  • Deng, L., Turner, D. E., Gehling, R., ve Prince, B. (2010). “User experience, satisfaction, and continual usage intention of IT.” European Journal of Information Systems, 19(1), 60-75.
  • Ding, D. X., Hu, P. J. H., Verma, R., ve Wardell, D. G. (2009). “The impact of service system design and flow experience on customer satisfaction in online financial services.” Journal of Service Research, 13(1), 96-110.
  • Domina, T., Lee, S. E., ve MacGillivray, M. (2012). “Understanding factors affecting consumer intention to shop in a virtual world.” Journal of Retailing and Consumer Services, 19(6), 613-620.
  • Drengner, J., Gaus, H., ve Jahn, S. (2008). “Does flow influence the brand image in event marketing?.” Journal of Advertising Research, 48(1), 138-147.
  • Ellis, Gary D., Judith E. Voelkl, ve Catherine Morris (1994), "Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model" Journal of Leisure Research,26(4), 337-356.
  • Finneran, C. M., ve Zhang, P. (2005). “Flow in computer-mediated environments: promises and challenges.” Communications of the association for information systems, 15(1), 4.
  • Gao, L., ve Bai, X. (2014). “Online consumer behaviour and its relationship to website atmospheric induced flow: Insights into online travel agencies in China.” Journal of Retailing and Consumer Services, 21(4), 653-665.
  • Gerow, J. E., Ayyagari, R., Thatcher, J. B., ve Roth, P. L. (2013). “Can we have fun@ work? The role of intrinsic motivation for utilitarian systems.” European Journal of Information Systems, 22(3), 360-380.
  • Ghani, J. A. ve S. D. Deshpande (1994). “Task Characteristics and the Experience of Optimal Flow in Human-Computer Interaction.” Journal of Psychology, 128 (4), 381-391.
  • Ghani, J. (1995) "Flow in Human Computer Interactions: Test of a Model," in Carey, J. (Ed.), Human Factors in Information Systems: Emerging Theoretical Bases, New Jersey: Ablex Publishing Corp, 291-311.
  • Guo, Y. (2004). Flow in internet shopping: a validity study and an examination of a model specifying antecedents and consequences of flow (Doctoral Tezi, Texas A&M University).
  • Guo, Y. M., ve Poole, M. S. (2009). “Antecedents of flow in online shopping: a test of alternative models.” Information Systems Journal, 19(4), 369-390.
  • Ha, I., Yoon, Y., ve Choi, M. (2007). “Determinants of adoption of mobile games under mobile broadband wireless access environment.” Information and Management, 44(3), 276–286.
  • Heijden, H. (2004). “User Acceptance of Hedonic Information Systems Source” MIS Quarterly, 28(4), 695-704
  • Hoffman, D. L., ve Novak, T. P. (1996). “Marketing in hypermedia computer-mediated environments: conceptual foundations.” The Journal of Marketing, 50-68.
  • Hoffman, D. L., ve Novak, T. P. (2009). “Flow online: lessons learned and future prospects.” Journal of Interactive Marketing, 23(1), 23-34.
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  • Hsu, C. L., ve Lu, H. P. (2004) “Why do people play on-line games? An extended TAM with social influences and flow experience.” Information & Management, 41(7), 853-868.
  • Hsu, C. L., Chang, K. C., ve Chen, M. C. (2012). “Flow experience and internet shopping behavior: Investigating the moderating effect of consumer characteristics.” Systems Research and Behavioral Science, 29(3), 317-332.
  • Huang, M. H. (2003). “Designing website attributes to induce experiential encounters.” Computers in Human Behavior, 19(4), 425-442.
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  • Kiili, K. (2005). “Content creation challenges and flow experience in educational games: The IT-Emperor case.” The Internet and Higher Education, 8(3), 183-198.
  • Korzaan, Milinda L. (2003), “Going With the Flow: Predicting Online Purchase Intentions”, Journal of Computer Information Systems, 43 (4), 25–31.
  • Koufaris, M., ve Ajit Kambil, P. A. L. (2001). “Consumer behavior in web-based commerce: an empirical study.” International Journal of Electronic Commerce,6(2), 115-138.
  • Koufaris, M. (2002). “Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior.” Information Systems Research, 13(2), 205-223.
  • Lee, S. M., ve Chen, L. (2010). “The impact of flow on online consumer behavior.” Journal of Computer Information Systems, 50(4), 1.
  • Liu, S. H., Liao, H. L., ve Pratt, J. A. (2009). “Impact of media richness and flow on e-learning technology acceptance.” Computers & Education, 52(3), 599-607.
  • Liu, C. ve Forsythe, S. (2010). “Sustaining Online Shopping: Moderating Role of Online Shopping Motives.” Journal of Internet Commerce, 9(2), 83-103.
  • Lowry, P. B., Gaskin, J., Twyman, N., Hammer, B., ve Roberts, T. (2012). “Taking ‘Fun and Games’ Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM).” Journal of the Association for Information Systems, 14(11), 617-671.
  • Luna, D., Peracchio, L. A., ve de Juan, M. D. (2002). “Cross-cultural and cognitive aspects of web site navigation.” Journal of the academy of marketing science, 30(4), 397-410.
  • Luna, D., Peracchio, L. A., ve de Juan, M. D. (2003). “Flow in individual web sites: model estimation and cross-cultural validation.” Advances In Consumer Research, 30(30), 280-281.
  • Malone, T. (1982). “What makes computer games fun?” ACM, C:13, No:12, 143.
  • Mäntymäki, M., Merikivi, J., ve Islam, A. N. (2014). Young People Purchasing Virtual Goods in Virtual Worlds: The Role of User Experience and Social Context. In Digital Services and Information Intelligence. Springer Berlin Heidelberg.
  • Mohd Suki, N., Ramayah, T., ve Mohd Suki, N. (2008). “Internet shopping acceptance: Examining the influence of intrinsic versus extrinsic motivations.” Direct Marketing: An International Journal, 2(2), 97-110.
  • Moon, J. W., ve Kim, Y. G. (2001). “Extending the TAM for a World-Wide-Web context.” Information & Management, 38(4), 217-230.
  • Nakamura, Y. (1988). Optimal experience and the uses of talent. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.),Optimal experience: Psychological studies of fl ow in consciousness ( 319–326). Cambridge: Cambridge University Press.
  • Nel, D., van Niekerk, R., Berthon, J. P., ve Davies, T. (1999). “Going with the flow: Web sites and customer involvement.” Internet research, 9(2), 109-116.
  • Novak, Thomas P., ve Hoffman.D.L. (1997)."Measuring the flow experience among web users." Interval Research Corporation, 31.
  • Novak, T. P., Hoffman, D. L., ve Yung, Y. F. (2000). “Measuring the customer experience in online environments: A structural modeling approach.” Marketing science, 19(1), 22-42.
  • Novak, Thomas P., Donna L. Hoffman, ve Adam Duhachek (2003). "The influence of goal-directed and experiential activities on online flow experiences." Journal of consumer psychology 13(1), 3-16.
  • O'Cass, A., ve Carlson, J. (2010). “Examining the effects of website-induced flow in professional sporting team websites.” Internet Research, 20(2), 115-134.
  • Pace, S. (2004). “A grounded theory of the flow experiences of Web users.” International journal of human-computer studies, 60(3), 327-363.
  • Pace, S. (2007). Play and flow implications for online learning.(Erişim: http://acquire.cqu.edu.au:8080/vital/access/manager/Repository/cqu:2541)
  • Pearce, J. M., Ainley, M., ve Howard, S. (2005). “The ebb and flow of online learning.” Computers in human behavior, 21(5), 745-771.
  • Procci, K., Singer, A.R., Levy, K.R. ve Bowers, C. (2012) “Measuring the flow experience of gamers: an evaluation of the DFS-2”, Computers in Human Behavior, 28(6), 2306–2312.
  • Rathunde, K. ve Csikszentmihalyi. M. (2000). “Middle School Students’ Motivation and Quality of Experience: A Comparison of Montessori and Traditional School Environments.” American Journal of Education, 111, 341-371.
  • Rettie, R. (2001). “An exploration of flow during Internet use.” Internet research, 11(2), 103-113.
  • Rossin, D., Ro, Y. K., Klein, B. D., ve Guo, Y. M. (2009). “The effects of flow on learning outcomes in an online information management course.” Journal of Information Systems Education, 20(1), 87.
  • Salanova, M., Bakker, A. B., ve Llorens, S. (2006). “Flow at work: evidence for an upward spiral of personal and organizational resources*.” Journal of Happiness Studies, 7(1), 1-22.
  • Sánchez-Franco, M. J., ve Roldán, J. L. (2005). “Web acceptance and usage model: A comparison between goal-directed and experiential web users.” Internet Research, 15(1), 21-48.
  • Sanchez-Franco, M. J. (2006). “Exploring the influence of gender on the web usage via partial least squares.” Behaviour & Information Technology, 25(1), 19-36.
  • Scoresby, J., ve Shelton, B. E. (2011). “Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments.” Instructional Science, 39(3), 227-254.
  • Senecal, S., Gharbi, J. ve Nantel, J. (2002) ,"The Influence of Flow on Hedonic and Utilitarian Shopping Values", in NA - Advances in Consumer Research Volume 29, eds. Susan M. Broniarczyk and Kent Nakamoto, Valdosta, GA : Association for Consumer Research, 483-484.
  • Shang, R. A., Chen, Y. C., ve Shen, L. (2005). “Extrinsic versus intrinsic motivations for consumers to shop on-line.” Information & Management, 42(3), 401-413.
  • Shim, S. I., Forsythe, S., ve Kwon, W. S. (2015). “Impact of Online Flow on Brand Experience and Loyalty.” Journal of Electronic Commerce Research, 16(1), 56.
  • Shin, N. (2006). Online learner’s ‘flow’experience: an empirical study. British Journal of Educational Technology, 37(5), 705-720.
  • Shoham, A. (2004). “Flow experiences and image making: An online chat-room ethnography.” Psychology & Marketing, 21(10), 855.
  • Siekpe, J. S. (2005). “An examination of the multidimensionality of flow construct in a computer-mediated environment.” Journal of Electronic Commerce Research, 6(1), 31-43.
  • Skadberg Y.X. ve Kimmel J.R. (2004). “Visitors’ flow experience while browsing a web site: its measurement, contributing factors, and consequences.” Computers in Human Behavior, 20(3), 403–422.
  • Steele, J.P., ve Fullagar, C. (2009). “Facilitators and outcomes of student engagement in a college setting.” Journal of Psychology: Interdisciplinary and Applied, 143, 5-27.
  • Sweetser, P., ve Wyeth, P. (2005). “GameFlow: a model for evaluating player enjoyment in games.” Computers in Entertainment, 3(3), 3-3.
  • Thin, A., Hansen, L., ve McEachen, D. (2011). “Flow experience and mood states while playing body movement-controlled video games.” Games and culture.
  • Trevino LK ve Webster J (1992). “Flow in computer-mediated communication.” Communication Research , 19(5), 539–573.
  • Usluel, Y. K., ve Vural, F. K. (2009). “Adaptation of cognitive absorption scale to Turkish.” Journal of Faculty of Educational Sciences, 42(2), 77-92.
  • Voiskounsky, A. E., Mitina, O. V., ve Avetisova, A. A. (2004). “Playing Online Games: Flow Experience.” PsychNology journal, 2(3), 259-281.
  • Wan, C. S., ve Chiou, W. B. (2006). “Psychological motives and online games addiction: Atest of flow theory and humanistic needs theory for taiwanese adolescents.” CyberPsychology & Behavior, 9(3), 317-324.
  • Wang, L. C., Baker, J., Wagner, J. A., ve Wakefield, K. (2007). “Can a retail web site be social?” Journal of marketing, 71(3), 143-157.
  • Webster, J., Trevino, L. K., ve Ryan, L. (1994). “The dimensionality and correlates of flow in human-computer interactions.” Computers in human behavior, 9(4), 411-426.
  • Wells, A. J. (1988). Self-esteem and optimal experience. In M. Csikszentmihalyi (Ed.),Flow: The psychology of optimal experience ( 327–341). New York: Harper and Row.
  • Wu, J. J., ve Chang, Y. S. (2005). “Towards understanding members' interactivity, trust, and flow in online travel community.” Industrial Management & Data Systems, 105(7), 937-954.
  • Wu, C. H. J., ve Liang, R. D. (2011). “The relationship between white-water rafting experience formation and customer reaction: a flow theory perspective.” Tourism Management, 32(2), 317-325.
  • Zhou, T., ve Lu, Y. (2011). “Examining mobile instant messaging user loyalty from the perspectives of network externalities and flow experience.” Computers in Human Behavior, 27(2), 883-889.
  • Zhou, T. (2013). “The effect of flow experience on user adoption of mobile TV.” Behaviour & Information Technology, 32(3), 263-272.
Toplam 101 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Behçet Yalın Özkara

Müjdat Özmen

Yayımlanma Tarihi 21 Aralık 2016
Gönderilme Tarihi 4 Aralık 2016
Yayımlandığı Sayı Yıl 2016

Kaynak Göster

APA Özkara, B. Y., & Özmen, M. (2016). Akış Deneyimine İlişkin Kavramsal Bir Model Önerisi. Eskişehir Osmangazi Üniversitesi İktisadi Ve İdari Bilimler Dergisi, 11(3), 71-100. https://doi.org/10.17153/oguiibf.272248

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