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11 – 20 of over 91000The purpose of this study is to find whether undergraduate students in the first discipline-based class can attain flow state while researching. Despite its widespread acceptance…
Abstract
Purpose
The purpose of this study is to find whether undergraduate students in the first discipline-based class can attain flow state while researching. Despite its widespread acceptance and application, flow theory has not been applied to the research process. Moreover, it can further librarians’ knowledge of the importance of affect in information seeking behavior.
Design/methodology/approach
Flow is a phenomenological state achieved when skill level is equal to challenge level. Flow experience was operationalized using Z-score analysis as one standard deviation above individuals’ averages. The study used mixed methods including event contingent experience sampling method, Bostick’s library anxiety scale and reflection papers. Following library instruction sessions, undergraduate participants scheduled research consultations with a librarian.
Findings
Individual research sessions grew more positive as reflected by Z scores over the semester, with one case of flow. Overall, participants’ library anxiety decreased minimally. Reflection papers reiterated the value of approachability and interest of the librarian, with those who had consultations feeling both increased confidence in their skills and in knowing they had an ally in their research.
Research limitations/implications
The original collaborator and pedagogy were not utilized, thereby limiting the scope and sample size. The author was able to collaborate with other faculty. Future research would benefit from a larger sample size and more collaboration.
Originality/value
Using flow theory as a model can emphasize the positive aspects of research as interesting and enjoyable, even in the imposed query setting of the classroom, and it can encourage librarians’ display of interest during research consultations.
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I-Cheng Chang, Chuang-Chun Liu and Kuanchin Chen
The focus in this study is a model that predicts continuance intention of online multi-player games. In this integrated model, the social cognitive theory (SCT) lays out the…
Abstract
Purpose
The focus in this study is a model that predicts continuance intention of online multi-player games. In this integrated model, the social cognitive theory (SCT) lays out the foundation of two types of pre-use (pre-play) expectations, the flow theory captures the affective feeling with the game as a moderator for the effect from the two pre-use expectations, and subjective norm together with its associated antecedents cover a wide spectrum of social influences.
Design/methodology/approach
A questionnaire was designed and pre-tested before distributing to target respondents. The reliability and validity of the instrument both met the commonly accepted guidelines. The integrated model was assessed first by examining its measurement model and then the structural model.
Findings
The integration of cognitive, affective and social influence in this model explains a larger amount of variance compared to the competing models and existing studies.
Originality/value
Unlike a popular trend that studies predictors of online games from either cognitive or affect angle, the work looks at both together to study how their joint effect is related to continuance intention. This marks an important improvement as cognitive expectations derived from SCT captures the pre-use experience that may be influenced or swayed by sources including those that are inflated or incorrect. By studying flow as a moderator in conjunction with other sources of influence, the authors are able to further the understanding of how the pre-use expectations may be shaped by one's own experience.
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Yanan Wang, Lee Yen Chaw, Choi-Meng Leong, Yet Mee Lim and Abdulkadir Barut
This study intends to investigate the determinants of learners' continuance intention to use massive open online courses (MOOCs) for personal or professional development.
Abstract
Purpose
This study intends to investigate the determinants of learners' continuance intention to use massive open online courses (MOOCs) for personal or professional development.
Design/methodology/approach
This study employed quantitative research design. The respondents were individual learners from six selected universities in China who used MOOCs for continuous learning. A purposive sampling technique was employed to obtain 270 valid samples. Data were analyzed and analytical outputs were produced using the techniques of Partial Least Squares Structural Equation Modeling and Importance-Performance Matrix.
Findings
Expectation confirmation was found to have a positive relationship with perceived usefulness, flow experience, learning self-efficacy and satisfaction with MOOCs. Perceived usefulness, flow experience and leaning self-efficacy were also found to have a positive relationship with MOOC satisfaction. In addition, perceived usefulness, flow experience, learning self-efficacy and MOOC satisfaction had a positive impact on continuance usage intention.
Originality/value
The outcomes of the study can serve as a practical reference for MOOC providers and decision-makers to develop relevant strategies to increase the course completion rates.
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Anup Anurag Soren and Shibashish Chakraborty
The demand for over-the-top (OTT) video streaming services has grown manifold in the last few years. With increasing competition in the OTT market, it is vitally important for…
Abstract
Purpose
The demand for over-the-top (OTT) video streaming services has grown manifold in the last few years. With increasing competition in the OTT market, it is vitally important for businesses to understand OTT retail consumers' continuance intentions. This study aims to understand the antecedents of the continuance intention of OTT platforms and distinguish the most essential and best-performing predictor variables of continuance intention.
Design/methodology/approach
The study employs an integrated research model based on the theory of planned behavior (TPB), flow theory and habit. Data collected from OTT retail consumers (n = 383) using the online survey method are analyzed using partial least squares structural equation modeling.
Findings
The results elucidated which TPB antecedents and dimensions of flow experience affect OTT platforms' continuance intention. The most important factors affecting continuance intention were habit, attitude and perceived behavioral control, while the best-performing factors were perceived behavioral control, perceived enjoyment and attitude.
Originality/value
The study is unique in harmoniously integrating conscious cognitive intention, intrinsic motivation and habit of performing an activity to explain OTT platforms' continuance intention.
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Transonic flow has been defined as flow in which regions of subsonic and supersonic flow occur each of significant extent, so that across the common boundaries of these regions…
Abstract
Transonic flow has been defined as flow in which regions of subsonic and supersonic flow occur each of significant extent, so that across the common boundaries of these regions fluid particles are accelerated or decelerated through the speed of sound. By the term ‘significant’ is here implied significant for the particular problem or flow characteristic under consideration. Hence for problems in which viscous effects are of major interest the flow past a body at any main stream supersonic speed is strictly speaking transonic in so far as a region of subsonic flow must exist in the bounday layer adjacent to the surface. The book under review is confined, however, to the theory of transonic flow of an inviscid fluid, and the main application of this theory is to problems that arise in considering the flow past wings and bodies at main stream Mach numbers in the range from about 0.8 to 1.2.
The purpose of this study is to propose an integrated model based on expectation–confirmation model (ECM), flow theory and human–organization–technology fit framework to examine…
Abstract
Purpose
The purpose of this study is to propose an integrated model based on expectation–confirmation model (ECM), flow theory and human–organization–technology fit framework to examine whether human, organizational and technology factors as antecedents to medical professionals' beliefs can affect their continuance intention of the cloud-based e-learning system.
Design/methodology/approach
Sample data for this study were collected from medical professionals at five hospitals in Taiwan. A total of 500 questionnaires were distributed, and 368 (73.6%) useable questionnaires were analyzed using structural equation modeling in this study.
Findings
Synthetically speaking, human, organizational and technology factors, as antecedents to medical professionals' continuance intention of the cloud-based e-learning system have been examined, and the results strongly support the research model with all hypothesized links being significant.
Originality/value
Particularly, it is worth mentioning that the application of capturing both ECM and flow theory for completely explaining three types of factors (i.e. human, organizational and technology factors) as external variables to medical professionals' cloud-based e-learning continuance intention is well documented, that is, information systems (IS) and nonIS determinants are simultaneously evaluated, and extrinsic and intrinsic motivators are both taken into consideration in this study's theoretical development of medical professionals' cloud-based e-learning continuance intention to acquire a more comprehensive and robust analysis.
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The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming…
Abstract
Purpose
The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming. The author presents an innovative simulation game designed to teach and train how to manage and lead people based on the principles of “flow-based leadership.”
Design/methodology/approach
This paper briefly describes the flow theory; it relates to leadership theory and why it is increasingly applied in the context of serious games. Then an extensive review and presentation of the features of an innovative serious gaming solution is presented to demonstrate that simulations are a fruitful area into which positive psychology and leadership science are being extended now.
Findings
Despite the growing market segment and various areas of training applications of serious games, very few games have been developed for leadership development. A detailed report presented the conceptual and practical aspects of such a new serious game.
Research limitations/implications
The author’s contribution did not focus on testing a particular framework nor did it aim at exposing new numeric data findings. Instead, the author presented an in-depth case study as an inspiration for future, similar developments. Also, research questions for future analysis of data collected during the leadership development game were outlined.
Practical implications
Readers were informed about a new, innovative serious game application, which is successfully used for leadership development, and in particular to teach the practice of flow-based management concepts.
Social implications
Flow is a concept applied in many fields of life such as sports, music, arts, recreation and work-life. The positive benefits of happiness, creativity, outstanding performance and joy can lead to a fulfilling life which is a paramount value, across all cultures globally. This leadership development game can be applied in other countries and cultures. As a result, the quality of leadership across various cultures can be improved. Researchers are invited to join the outlined new research network and program.
Originality/value
Flow theory is probably the best known concept of positive psychology across related scientific domains such as management, arts, sports, education and spirituality. Professor Csikszentmihalyi – a global figure head – laid the scholarly foundations decades ago, but now the concept is constantly evolving and being adopted into new and changing environments. This necessitates a review – such as this contribution – where the theoretical elements also apply in the new areas of application.
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Mingchuan Gong, Mengli Xu, Adeel Luqman, Lingling Yu and Ayesha Masood
The phenomenon of mobile social networking site (SNS) addiction has become increasingly severe nowadays and brings adverse outcomes to users’ daily life and work efficiency…
Abstract
Purpose
The phenomenon of mobile social networking site (SNS) addiction has become increasingly severe nowadays and brings adverse outcomes to users’ daily life and work efficiency. However, there are relatively few research probes into the formation process of mobile SNS addiction behavior, and how demographic factors (e.g. gender and age) influence users’ addiction behavior. Adopting the stimulus–organism–response (S–O–R) framework, this study examines the effects of three types of technological functions (enjoyment, sociability and information value) on flow in relation to mobile SNS addiction. The authors further proposed gender and age as moderators, which play important roles in influencing the formation of mobile SNS addiction behavior.
Design/methodology/approach
This study examines the formation of mobile SNS addiction with a particular focus on the WeChat app. The authors use a field survey study conducted in China with 351 subjects of WeChat app users to examine thestudy model.
Findings
The results demonstrate that addictive behavior is determined by users’ flow states of using mobile SNS. The flow states, in turn, are influenced by three types of technological functions (enjoyment, sociability and information value). In addition, gender and age act as vital moderators in the model.
Originality/value
First, the authors empirically examine the formation of SNS addiction on the mobile device by adopting the S–O–R framework, which may enrich the addiction literature. Second, the authors reveal the moderating roles of age and gender in affecting the formation process of addiction behavior further. The findings of this research deepen our understanding of users’ addiction behavior. Third, the findings also offer rich insights to prevent mobile SNS addiction.
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Gen-Yih Liao, T.C.E. Cheng and Ching-I Teng
Avatars are known to be influential in gaming communication. However, little is known about how avatar attractiveness and customization impact online gamers’ flow, i.e., the…
Abstract
Purpose
Avatars are known to be influential in gaming communication. However, little is known about how avatar attractiveness and customization impact online gamers’ flow, i.e., the experience of total concentration with intrinsic enjoyment and loyalty. Grounded in social identity and flow theories, the purpose of this paper is to construct a model to explain how avatar attractiveness and customization can impact online gamers’ flow and loyalty.
Design/methodology/approach
The responses of 1,944 online gamers are collected. Structural equation modeling is used for analyses.
Findings
The analytical results indicate that avatar attractiveness and customization are positively related to avatar identification, which is positively related to flow, and then to online gamer loyalty. In addition, avatar identification and flow are important process variables in the above relations.
Originality/value
This study is novel in being the first attempt to apply social identity and flow theories to explain how avatar attractiveness and customization contribute to online gamers’ flow and loyalty.
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Darius Pacauskas and Risto Rajala
Information technology has been recognized as one of the keys to improved productivity in organizations. Yet, existing research has not paid sufficient attention to how…
Abstract
Purpose
Information technology has been recognized as one of the keys to improved productivity in organizations. Yet, existing research has not paid sufficient attention to how information systems (ISs) influence the creative performance of individual users. The paper aims to discuss this issue.
Design/methodology/approach
This study draws on the theories of flow and cognitive load to establish a model of the predicted influences. The authors hypothesize that the information technology supports creativity by engaging individuals in a creative process and by lowering their cognitive load related to the process. To test these hypotheses, the authors employ a meta-analytical structural equation modeling approach using 24 previous studies on creativity and ISs use.
Findings
The results suggest that factors that help the user to maintain an interest in the performed task, immerse the user in a state of flow, and lower a person’s cognitive load during IS use can affect the user’s creative performance.
Research limitations/implications
The findings imply that a combination of the theories of flow and cognitive load complements the understanding of how ISs influence creativity.
Originality/value
This paper proposes an explanation on why ISs affect creativity, which can be used by scholars to position further research, and by practitioners to implement creativity support systems.
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