Beyond Boredom And Anxiety Experiencing Flow In Work And Play
By D. Eichel. 2016
852 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/f7865f0c9b51d28ba6be3aa2925ab35e79275855
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- Philipp A. Rauschnabel
- T. Clausen
- L. R. M. Pedersen
- M. F. Andersen
- M. T. tom Dieck
- I. Madsen
- Marcus Olsson Ramberg
- Jianqiu Zeng
Citations in the corpus
- Flow at Work and Basic Psychological Needs: Effects on Well‐Being (2017, unknown): “A cc ep te d A rt ic le (Bakker, 2005; Csikszentmihalyi, 1990, 1997, 2000; Csikszentmihalyi & Hunter, 2003; Csikszentmihalyi & LeFevre, 1989; Delespaul, Reis, & DeVries, 2004; Reiss, 2000).”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, methodology): “Both of the models build on the nine dimensions of flow by Csíkszentmihályi (1990). Jackson and Eklund (2002) further refined the models and replaced some of the initial items of the DFS. The resulting version was titled DFS-2. Since then, the DFS-2 has been widely applied especially to the study of”
- Creating brand engagement through in-store gamified customer experiences (2019, background): “According to this perspective, flow occurs when a person performs activities that balance challenge and skill (Csikszentmihalyi, 1975).”
- Lay Understanding of Happiness and the Experience of Well-Being: Are Some Conceptions of Happiness More Beneficial than Others? (2016, background): “The authors provide a detailed 1 This notion is similar to ideas expressed by Csikszentmihalyi (2000).”
- How social presence influences impulse buying behavior in live streaming commerce? The role of S-O-R theory (2021, background): “Csikszentmihalyi (1975) first introduced flow theory to explain how full engagement in an activity of internal satisfaction or pleasure will stimulate a holistic feeling.”
- Job autonomy and psychological well-being: A linear or a non-linear association? (2021, methodology): “If the situational demands exceed the skills of the worker, however, this may lead to anxiety and reduced psychological well-being (Csikszentmihalyi, 2000).”
- An adoption framework for mobile augmented reality games: The case of Pokémon Go (2017, background): “Finally, people usually perceive flow as something intrinsically rewarding (Csikszentmihalyi, 1975; Sundar & Limperos, 2013).”