Referencia: Definición Conceptual u Operacional: Csikszentmihalyi (1977) "the holistic sensation that people feel when they act with total involvement" (p36) when in the flow state "players shift into a common mode of experience when they become absorbed in their activity. This mode is characterized by a narrowing of the focus of awareness, so that irrelevant perceptions and thoughts are filtered out; by loss of self-consciousness; by a responsiveness to clear goals and unambiguous feedback; and by a sense of control over the environment...it is this common flow experience that people adduce as the main reason for performing the activity" (p72) Privette and Bundrick (1987) "Flow..., defined as an intrinsically enjoyable experience, is similar to both peak experience and peak performance, as it shares the enjoyment of valuing of peak experience and the behavior of peak performance. Flow per se does not imply optimal joy or performance but may include either or both." [p316] Csikszentmihalyi and Csikszentmihalyi (1988) "The flow experience begins only when challenges and skills are above a certain level, and are in balance." [p260] Mannell, Zuzanek, and Larson (1988) "Csikszentmihalyi (1975) describes the flow experience as 'one of complete involvement of the actor with his activity' (p. 36), and he has identified a number of elements that are indicators of its occurrence and intensity. These indicators include: the perception that personal skills and the challenges provided by an activity are imbalance, centering of attention, loss of self-consciousness, unambiguous feedback to a person's actions, feelings of control over actions and environment, and momentary loss of anxiety and constraint, and enjoyment or pleasure." [p291] "Flow was operationalized by measuring the affect, potency, concentration, and the perception of a skill/challenge balance ." [p292]¨ Massimini and Carli (1988) congruent skills and challenges that are above each subject's average weekly levels LeFevre (1988) "a balanced ratio of challenges to skills above average weekly levels" (p307) Csikszentmihalyi and LeFevre (1989) "When both challenges and skills are high, the person is not only enjoying the moment, but is also stretching his or her capabilities with the likelihood of learning new skills and increasing self-esteem and personal complexity. This process of optimal experience has been called flow." Csikszentmihalyi (1990) we feel "in control of our actions, masters of our own fate...we feel a sense of exhilaration, a deep sense of enjoyment" (p3) "the state in which people are so intensely involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it." Ghani, Supnick and Rooney (1991) "two key characteristics of flow: the total concentration in an activity and the enjoyment which one derives from an activity...the precondition for flow is a balance between the challenges perceived in a given situation and skills a person brings to it" (p230) "a related factor is the sense of control over one's environment" (p231) Trevino and Webster (1992) "flow characterizes the perceived interaction with CMC technologies as more or less playful and exploratory"..Flow theory suggests that involvement in a playful, exploratory experience - the flow state - is self-motivating because it is pleasurable and encourages repetition. Flow is a continuous variable ranging from none to intense." [p540] "Flow represents the extent to which (a) the user perceives a sense of control over the computer interaction, (b) the user perceives that his or her attention is focused on the interaction, (c) the user's curiosity is aroused during the interaction, and (d) the user finds the interaction intrinsically interesting.." [p542] Webster, Trevino and Ryan (1993) "the flow state is characterized by four dimensions...(a) the user perceives a sense of control over the computer interaction, (b) the user perceives that his or her attention is focused on the interaction, (c) the user's curiosity is aroused during the interaction, and (d) the user finds the interaction intrinsically interesting. [p413] Clarke and Haworth (1994) "the subjective experience that accompanies performance in a situation where the challenges are matched by the person's skills. Descriptions of the feeling of 'flow' indicate an experience that is totally satisfying beyond a sense of having fun." [p511] Ellis, Voelkl and Morris (1994) "..an optimal experience that stems from peoples' perceptions of challenges and skills in given situations. Situations in which challenges and skills are perceived to be equivalent are thought to facilitate the emergence of such indicators of flow as positive affect and high levels of arousal, intrinsic motivation, and perceived freedom" [p337] Ghani and Deshpande (1994) "The two key characteristics of flow are (a) total concentration in an activity and (b) the enjoyment which one derives from an activity...There is an optimum level of challenge relative to a certain skill level. ...A second factor affecting the experience of flow is a sense of control over one's environment." [p383] Lutz and Guiry (1994) "Psychologists use the term 'flow' to describe a state of mind sometimes experienced by people who are deeply involved in some event, object or activity...they are completely and totally immersed in it...Indeed, time may seem to stand still and nothing else seems to matter while engaged in the consumption event." [from respondent instructions] Hoffman and Novak (1996) "the state occurring during network navigation which is 1) characterized by a seamless sequence of responses facilitated by machine interactivity, 2) intrinsically enjoyable, 3) accompanied by a loss of self-consciousness, and 4) self-reinforcing... [and] extends a sense of playfulness. ... Consumers must focus their attention on the interaction...and they must perceive a balance between their skills and challenges....two additional antecedents - interactivity and teleprescence - enhance flow"
29.mar.2000
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Glosario de Bioingeniería del Conocimiento - Carlos von der Becke.