Focus on your breath: Can mindfulness facilitate the experience of flow?

Author(s):  
Jeremy Marty-Dugas ◽  
Alyssa C. Smith ◽  
Daniel Smilek
Keyword(s):  
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Donald G. Gardner ◽  
Renee Moorefield

Purpose The purpose of this study was to examine predictors of leader flow (well-being) at work, based on conservation-of-resources theory. The authors also introduce the concept of fuel, the proactive and strategic use of physical wellness behaviors to generate the energy needed to manage personal stress, maximize performance and to thrive in life. Specifically, the authors examined the main and interactive relationships of leader self-reports of ideal self and fuel on flow at work. Design/methodology/approach Three different samples of leaders were surveyed online over a three-year period. Findings In all three samples, leaders high in self-reported fuel had strong, positive relationships between their ideal selves and flow at work. Leaders low in self-reported fuel had negative or non-significant relationships between ideal selves and flow. Practical implications Leaders can be coached to develop and use a healthy ideal self and to proactively engage in physical wellness behaviors, to enhance their workplace well-being. This coaching can be strengthened by emphasizing the connection between possessing an ideal self, and engaging in physical wellness behaviors, and resulting leader well-being. Originality/value This is the first study to examine and demonstrate that a combination of proactive leader wellness behaviors is critical to their experience of flow at work, an indicator of work-related well-being.


Author(s):  
Steffi De Jans ◽  
Liselot Hudders ◽  
Laura Herrewijn ◽  
Klara Van Geit ◽  
Veroline Cauberghe

As adolescents’ advertising literacy is not yet fully developed with regard to non-traditional advertising, they should be made more resilient to this contemporary advertising. Therefore, the current study conducted a three-level, between-subjects experiment (advertising literacy intervention: control condition versus informational booklet versus serious mini-game platform) to examine the effectiveness of advertising literacy interventions among adolescents (aged ten to sixteen). The results showed that an advertising literacy intervention (compared to no intervention) increased Belgian adolescents’ (N = 211, Mage = 13.22) perceived dispositional advertising literacy, and subsequently, their motivation to critically reflect on advertising. In addition, the advertising literacy serious mini-game platform (compared to the informational booklet) increased the experience of flow among the adolescents, which in turn positively affected enjoyment, and perceived learning. Perceived learning then further increased adolescents’ motivation to critically reflect on advertising and their motivation to interact with the learning materials.


2018 ◽  
Author(s):  
Linda Katherine Kaye ◽  
Jo Bryce

This study examined differences in flow experiences and post-gameplay Positive and Negative Mood between solo and social digital gaming. This was achieved by obtaining gamers’ (N = 302) retrospective ratings of the experience of flow and post-gameplay mood based on recent solo and social gaming experiences, through the use of an online questionnaire. Positive mood was found to be significantly higher following social compared with solo gameplay, suggesting that playing games with others enhances enjoyment of the activity. Different levels of flow in gameplay were also found to be related to positive mood following both solo and social gameplay. There were no observed differences in experiences of flow and post-gameplay mood between online and offline, or competitive and cooperative gaming contexts. The findings suggest that “group flow” may be a useful concept in understanding the dynamics of social gaming as this has not been sufficiently examined in the current videogame literature.


Author(s):  
Veljko Aleksić ◽  
Olga Ristić

Determining and understanding the user experience in gamified educational environments is a contemporary challenge, especially when analyzing the flow experience (balance of challenge and skills, conscious actions, clear goals, clear feedback, sense of control, etc.). The reason for this lies in the assessment tools that most often created and implemented to separate the user from the experience of flow and/or cannot be applied en masse.The paper presents the results of a study in which flow experience was modeled based on data logs (e.g. number of mouse actions or average response time) in gamified educational environment on a sample of 31HE students. The results indicate the existence of correlations between data logs and flow experience dimensions.


Author(s):  
Tugce Ozansoy Çadırcı ◽  
Aysegul Sagkaya Gungor

Mobile and online advergames are likely to influence brand associations differently. Regardless of the advergame environment, successful games are capable of taking the player into the flow state. How the experience of flow influences the outcomes of the advergames in different environments is a new and an important subject for the advertisers. In order to understand the outcomes (i.e., brand recall and brand attitude) of the advergames in different mediums (online vs. mobile) with the flow introduced, a lab experiment was conducted. Results of the experiment yielded that brand recall and brand attitude were different in different environments. When the interaction of skill and challenge was introduced to the study, however, hypotheses were partially supported. Furthermore, arousal resulted in better brand recall and more positive brand attitudes in the mobile environment. Lastly, time distortion caused no difference in brand attitude, while supporting mobile in brand recall.


2017 ◽  
Vol 1 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Ulysses Bernardet ◽  
Jaume Subirats Aleixandri ◽  
Paul F.M.J. Verschure

Interacting with an animal is a highly immersing and satisfactory experience. How can interaction with an artifact can be imbued with the quality of an interaction with a living being? The authors propose a theoretical relationship that puts the predictability of the human-artifact interaction at the center of the attribution of agency and experience of “flow.” They empirically explored three modes of interaction that differed in the level of predictability of the interactive space's behavior. The results of the authors' study give support to the notion that there is a sweet spot of predictability in the reactions of the space that leads users to perceive the space as a creature. Flow factors discriminated between the different modes of interaction and showed the expected nonlinear relationship with the predictability of the interaction. The authors' results show that predictability is a key factor to induce an attribution of agency, and they hope that their study can contribute to a more systematic approach to designing satisfactory and rich interaction between humans and machines.


1991 ◽  
Vol 9 (3) ◽  
pp. 41-47 ◽  
Author(s):  
Violet M. Malinski

Abstract: Meditation has been practiced throughout the centuries. This article explores meditation as a health patterning modality for nurses to employ for themselves and to facilitate clients' knowing participation in their change process. The theoretical framework for this interpretation is Rogers' Science of Unitary Human Beings. Meditation has the potential to promote awareness of the experience of flow in the human/environment patterning process. Out of this evolves an expanded awareness of creative potentials for change. Two clinical vignettes are offered to illustrate this process. Summary: Meditation is a health patterning modality that can facilitate knowing participation in change. It broadens awareness of potentials that can be actualized as nurses and clients seek to promote their own health and well-being. Meditation can assist both in experiencing the rhythm of their human/environment mutual process and open them to an expanded field image. According to Rogers, this experiencing is pandimensional, transcending traditionally perceived limitations of space and time. Meditation opens the door onto new and creative potentialities in the process of becoming.


2006 ◽  
Vol 32 (3) ◽  
Author(s):  
Celeste M Taylor ◽  
J M Schepers ◽  
F Crous

The principal objective of the study was to examine the relationship between locus of control and optimal experience (flow) in carrying out work and/or study activities. Two questionnaires measuring the aforementioned constructs were administered to a group of first and second-year Human Resource Management students (n=168) between the ages of 16 and 30. The results suggest that more frequent experience of flow is positively correlated with Autonomy and Internal Locus of Control. Limitations, lines of future research, implications and further contributions are discussed.


Author(s):  
Jeanne Nakamura ◽  
Mihaly Csikszentmihalyi

This chapter describes flow, the experience of complete absorption in the present moment, and the experiential approach to positive psychology that it represents. Flow theory and research have suggested one answer to the question of what constitutes a good life. The model of optimal experience and development that is associated with the concept of flow is summarized, and the chapter describes several ways of measuring flow, giving particular attention to the experience sampling method. Some recent research concerning the outcomes and dynamics of flow, its conditions at school and work, and interventions that have been employed to foster flow are reviewed. Finally, some of the promising directions for flow research moving into the future are identified.


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