TY - GEN
T1 - Flow experience in second life
T2 - 3rd International Conference on Online Communities and Social Computing, OCSC 2009. Held as Part of HCI International 2009
AU - Faiola, Anthony
AU - Smyslova, Olga
PY - 2009
Y1 - 2009
N2 - Recent trends in computer-mediated communication research suggest that "flow theory" may provide new applications of understanding within the field human-computer interaction (HCI). Csikszentmihalyi [1] refers to flow as an optimal experience issuing in a feeling of psychological immersion, energized focus, absolute involvement, and change to positive emotions. This study hopes to facilitate an understanding of flow and telepresence as applied to immersive online virtual worlds such as Second Life (SL), where players may lose their sense of time and connection with their present reality of space. Our study tested two hypotheses: (1) that participants experience flow while playing SL and (2) that flow can be correlated with telepresence. Based on our findings, indicators suggest that flow was experienced in SL based on four controlling factors related to being present in a virtual world and that there are considerable correlations that can be drawn between flow and telepresence.
AB - Recent trends in computer-mediated communication research suggest that "flow theory" may provide new applications of understanding within the field human-computer interaction (HCI). Csikszentmihalyi [1] refers to flow as an optimal experience issuing in a feeling of psychological immersion, energized focus, absolute involvement, and change to positive emotions. This study hopes to facilitate an understanding of flow and telepresence as applied to immersive online virtual worlds such as Second Life (SL), where players may lose their sense of time and connection with their present reality of space. Our study tested two hypotheses: (1) that participants experience flow while playing SL and (2) that flow can be correlated with telepresence. Based on our findings, indicators suggest that flow was experienced in SL based on four controlling factors related to being present in a virtual world and that there are considerable correlations that can be drawn between flow and telepresence.
KW - Computer-mediated communication
KW - Flow
KW - Telepresence
KW - Usability
UR - http://www.scopus.com/inward/record.url?scp=76649120199&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=76649120199&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-02774-1_62
DO - 10.1007/978-3-642-02774-1_62
M3 - Conference contribution
AN - SCOPUS:76649120199
SN - 3642027733
SN - 9783642027734
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 574
EP - 583
BT - Online Communities and Social Computing - Third International Conference, OCSC 2009, Held as Part of HCI International 2009, Proceedings
Y2 - 19 July 2009 through 24 July 2009
ER -