| Literature DB >> 35551340 |
Giang V Pham1, Brittany R L Duff2.
Abstract
Flow (state of intense focus) during media use has been largely considered a desirable experience, with technologies developed to maximize the chance of encountering flow in computer-mediated environments. However, the total absorption of attention due to flow could be problematic in contexts where the user has multiple predetermined goals, and engaging with the flow-inducing media could cost them resources that may be otherwise devoted to other goals. When flow imposes a cost on the user's goal performance, it may also reduce their post-experience gratification with the flow-inducing media. The present study proposes a novel theoretical framework to begin understanding the potential cost of flow in media use with supporting evidence from two survey and vignette studies (N = 235 and N = 245). Its findings will extend human-computer interaction research by highlighting the double-edged impact that flow might have on media users' larger goal performance and downstream well-being.Entities:
Mesh:
Year: 2022 PMID: 35551340 PMCID: PMC9098084 DOI: 10.1371/journal.pone.0268194
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Example of the scenario vignettes (activity: Watching TV).
| Single goal context (No flow cost) | Multiple goal context (Flow cost imposed) |
|---|---|
Summary of activities reported for flow and flow cost experiences in media use.
| Media activity | Pilot study ( | Main study ( | ||
|---|---|---|---|---|
| Flow | Flow cost | Flow | Flow cost | |
| Using social media | 29.4% | 27.0% | 12.7% | 13.3% |
| Watching TV/movies | 20.3% | 22.6% | 18.0% | 23% |
| Watching online videos | 14.5% | 14.2% | 8.5% | 7.2% |
| Playing video/mobile games | 8.0% | 7.4% | 12.9% | 9.4% |
| Online shopping | 6.1% | 5.0% | 1.8% | 2.9% |
| Communication (e.g., texting) | 4.8% | 4.2% | 5.6% | 4.4% |
| Listening to music/radio/podcasts | 3.6% | 5.0% | 8.9% | 5.9% |
| Web-browsing | 3.4% | 5.3% | 7.2% | 6.2% |
| Reading (e.g., novels, blogs) | 2.8% | 1.5% | 7.1% | 5.6% |
| Designing (e.g., graphics, videos) | 2.5% | 3.3% | 2.8% | 2.9% |
| Studying or working | 2.1% | 2.1% | 5.5% | 7.4% |
| Watching or reading news | 1.8% | 1.8% | 6.7% | 6.2% |
| Watching sports | 0.4% | 0.3% | 1.7% | 5.3% |
| Watching advertisements | 0.3% | 0.3% | 0.6% | 0.3% |
Descriptive statistics in vignette studies.
| Pilot study ( | Main study ( | |||
|---|---|---|---|---|
| Single goal context (No flow cost) | Multiple goal context (Flow cost) | Single goal context (No flow cost) | Multiple goal context (Flow cost) | |
| Ability to relate to the scenario | 5.17 (1.38) | 4.49 (1.61) | 5.49 (1.26) | 5.40 (1.33) |
| During media use | ||||
| Perceived feeling of pleasure | 5.71 (1.04) | 5.48 (1.14) | 5.48 (1.43) | 5.37 (1.25) |
| Perceived feeling of regret | 2.26 (1.13) | 2.53 (1.35) | 3.18 (2.08) | 3.19 (2.05) |
| Post-media use | ||||
| Perceived feeling of pleasure | 4.56 (1.46) | 3.45 (1.65) | 5.19 (1.39) | 3.99 (1.89) |
| Perceived feeling of regret | 3.50 (1.73) | 4.72 (1.73) | 3.51 (2.02) | 4.70 (1.96) |
| Perceived retrospective gratification from media use | 4.23 (1.32) | 3.49 (1.22) | 4.81 (1.22) | 3.87 (1.54) |
Note. Scale of 1 to 7 with 1 = Strongly disagree, 7 = Strongly agree.