Visitors' flow experience while browsing a Web site: its measurement, contributing factors and consequences
By Yongxia Skadberg, James R. Kimmel. Computers in Human Behavior, 2004
623 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Information Systems and Management, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/415715b3c6e38fa2f13c7a364ea022b4f3973b67
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Chia-Wen Huang
- Yuan-Bang Cheng
- Chen-Chung Liu
- Sarit Barzilai
- Soung Hie Kim
- Yi-Shun Wang
- Duke Hyun Choi
- Yoo-Jung Kim
In Information Systems and Management
- Soung Hie Kim
- Duke Hyun Choi
- Jeoungkun Kim
- Hsien-Ta Li
- Yi-Shun Wang
- Yoo-Jung Kim
- Kristian Juha Mikael Kiili
- Ina Blau
In Human-Computer Interaction
- Chia-Wen Huang
- Yuan-Bang Cheng
- Chen-Chung Liu
- Soung Hie Kim
- Yi-Shun Wang
- Duke Hyun Choi
- Kristian Juha Mikael Kiili
- Jeoungkun Kim
Citations in the corpus
- Digital game-based learning: Towards an experiential gaming model (2005, background): “The flow experience leads to increased learning (Skadberg & Kimmel, 2004), increased exploratory behaviour (Webster et al., 1993), positive effect, an acceptance of information technology (Ghani, 1991), and perceived behavioral control.”
- Examining the Effect of Tour Guide Performance, Tourist Trust, Tourist Satisfaction, and Flow Experience on Tourists' Shopping Behavior (2014, methodology): “Skadberg and Kimmel (2004) proposed that flow could be simply described as individuals losing their sense of time when engaged in an activity because of this enjoyable experience.”
- The effect of simulation games on the learning of computational problem solving (2011, background): “This might be because constructing a system is helpful in retaining students’ focused attention on the problem solving process, and provides appropriate challenge, and thus, can cause a flow state (Chen et al., 1999; Skadberg & Kimmel, 2004).”
- ERP training with a web-based electronic learning system: The flow theory perspective (2007, background): “Previous research has shown that the experience of flow leads to increased learning (Csikszentmihalyi and LeFevre, 1989; Ghani, 1991; Webster et al., 1993; Hoffman and Novak, 1996; Skadberg and Kimmel, 2004).”
- On being attractive, social and visually appealing in social media: The effects of anthropomorphic tourism brands on Facebook fan pages (2018, neutral): “…antecedents and consequences of flow in online environments has evolved from general website use (Novak, Hoffman, & Yung, 2000) to specific online contexts, e.g. travel agencies (Gao & Bai, 2014), tourism websites (Skadberg & Kimmel, 2004), e-commerce sites (Wang, Baker, Wagner & Wakefiled, 2007).”
- Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2014, result): “Flow research has so far yielded mixed results, with some studies documenting positive effects on learning (Engeser & Rheinberg, 2008; Kiili, 2005a; Skadberg & Kimmel, 2004), and other studies showing little or no effect on learning (Admiraal, Huizenga, Akkerman, & Dam, 2011; Kiili & Lainema, 2008).”
- The Relationship among Product Risk, Perceived Satisfaction and Purchase Intentions for Online Shopping (2020, background): “Therefore, Internet users’ digital flow experiences have gained increased attention with the rapid development of the Internet in recent year (Skadberg & Kimmel, 2004).”
- Why smartphone advertising attracts customers: A model of Web advertising, flow, and personalization (2014, background): “The targeted message may cause the focused attention and the interest or desire of the audience, resulting in flow experience (Hoffman & Novak, 1996; Skadberg & Kimmel, 2004).”