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The Concept of Flow in Online Consumer Behavior

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Handbook of Strategic e-Business Management

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Abstract

The concept of flow has become increasingly relevant in the field of online navigation and specifically in explaining consumer behaviour in electronic markets. Not only can it be used to characterize the user’s interactive relationship with virtual environments, but it can also have a positive and desirable impact on the individuals’ consumption experiences and also on the performance of the companies’ websites which induce flow state in their customers. The purpose of this conceptual article is to analyse in-depth the concept of flow and elucidate its relevance to the context of online consumer behaviour. It contains a comprehensive and critical analysis of the literature and highlights the potential for businesses to generate flow experiences in their online environments. It also identifies the ambiguities and inconsistencies regarding the conceptualisation and operationalisation of flow in online commercial websites. Finally, we stress the importance of conducting further research in this area, with particular focus on the role of flow within the prevailing social web context.

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Notes

  1. 1.

    The term “flow” was actually mentioned by many of his study’s interviewees, who spontaneously used it to explain how they felt during their experiences (Csikszentmihalyi and Csikszentmihalyi 1988). Specifically, Csikszentmihalyi (1975) called such feelings “flow states” or “flow experiences”. Later, Csikszentmihalyi and LeFevre (1989) called them “optimal experiences”.

  2. 2.

    The Greek etymology of the term “autotelic” clearly reveals its meaning. Formed by “autos” (self) and “telos” (goal), it is habitually used to denote any type of activity that, in itself, justifies its own end.

  3. 3.

    The various studies conducted on flow experience have used definitions of the term with essentially convergent meanings, but differ with regard to the elements they class as being involved in the experience (see, among others, Csikszentmihalyi 1977; Day 1981; Csikszentmihalyi and LeFevre 1989; Webster et al. 1993).

  4. 4.

    An analysis of interactivity as a flow-related element appears in the previous section of this chapter.

  5. 5.

    There are two types of approach to studying playfulness. In the first, it is viewed as a personal trait, and thus represents an enduring personal distinction. In the second, it is viewed as a situational state resulting from a subjective experience that takes place during interaction with a medium. The latter approach is more common in flow studies.

  6. 6.

    Some studies regard perceived enjoyment as a dimension of perceived playfulness (see Moon and Kim 2001).

  7. 7.

    Nonetheless, Novak et al. (2000) indicate that further research would be advisable to obtain conclusive data on the relationship between flow and exploratory behaviour.

  8. 8.

    Only flow variables validated in the corresponding model have been taken into account where the empirical studies presented in the table are concerned.

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Appendix. A Selection of the Main Articles on Online Flow

Appendix. A Selection of the Main Articles on Online Flow

Author/s and year

Antecedents of flow

Flow experience

Consequences of flow

Object of study

Scope of analysis

Hoffman and Novak (1996)

• Challenges

 

• Perception of control

Flow experience in the online consumer

Web users (conceptual model)

• Skills

• Focus attention

• Increased learning

• Exploratory attitude

• Involvement

• Interactivity

• Positive subjective experience

• Vividness

• Telepresence

Chan and Repman (1999)

 

• Challenges/skills

 

Flow experience in online learning activities

17 graduate students from an introduction to the internet course

• Clear goals

• Feedback

• Concentration

• Control

• Merging of action and awareness

• Loss of self-consciousness

• Time distortion

• Autotelic experience

Chen et al. (1999)

• Challenges/skills

• Concentration

• Loss of self-consciousness

User’s flow experience during Web activities

304 web users

• Immediate feedback

• Control

• Time distortion

• Autotelic experience

• Clear goals

• Merging of action and awareness

Nel et al. (1999)

 

• Control

 

Flow experience in navigation behaviour across different websites

33 university students who are internet users

• Focus attention

• Curiosity

• Intrinsic interest

Agarwal and Karahanna (2000)

• Fun

• Temporary dissociation

• Perceived usefulness

Cognitive absorption in the use of technology

288 university students who are internet users

• Personal innovation

• Focused immersion

• Perceived ease of use

• Enjoyment

• Control

• Curiosity

Chen et al. (2000)

• Potential control

• Concentration

• Autotelic experience

User’s flow experience during Web activities

304 web users

• Merging of action and awareness

• Loss of self-consciousness

• Positive affects

• Time distortion

• Telepresence

Novak et al. (2000)

• Challenges

 

• Exploratory behaviour

Flow experience in the online consumer

1,654 web users

• Skills

•Focus attention

• Importance

• Interactivity (speed)

• Time distortion

• Stimulation

• Telepresence

• Control

Moon and Kim (2001)

• Ease of use

• Enjoyment

• Attitude toward use

User’s flow experience in the acceptance and use of the web

152 graduate students who are web users

• Concentration

• Intention of use

• Curiosity

• Use

Rettie (2001)

• Clear goals

• Concentration

 

Flow experiences on the internet

32 internet users

• Immediate feedback

• Potential control

• Challenges/skills

• Time distortion

• Enjoyment

Koufaris (2002)

• Product involvement

• Perception of control

• Intention to repeat

Flow experience in the acceptance and use of the Web and in consumer behaviour

280 web consumers

• Skills

• Enjoyment in buying

• Search mechanisms

• Concentration

• Challenges

Sénécal et al. (2002)

 

• Enjoyment

 

Flow experience in hedonic and utilitarian shopping values

105 undergraduate students

• Concentration

• Control

• Challenges

Chou and Ting (2003)

• Repetitive behaviour

• Concentration

• Addictive behaviour (behavioural disorder, obsession and confusion of objectives)

Flow experience in addictive behaviour related to internet gambling

395 users with experience in online interactive games

• Fun

• Time distortion

• Telepresence

• Exploratory behaviour

Finneran and Zhang (2003)

• Task

  

Flow experience in computer-mediated environments

Web users (conceptual model)

• Tool

• Person (status, feature)

Huang (2003)

• Complexity

• Control

• Utilitarian aspects of Web performance

Flow experience according to website attributes

243 web users

• Interactivity

• Focus attention

• Innovation

• Curiosity

• Hedonic aspects of Web performance

• Intrinsic interest

Korzaan (2003)

  

• Exploratory behaviour

Flow experience in the consumer’s online purchase intention

342 undergraduate students

• Attitude

• Purchase intention

Luna et al. (2003)

• Interactivity

 

• Purchase intention

Consumer’s flow experience in a specific website and in a transcultural context

111 web users

• Challenges

• Intention to repeat the visit

• Focus attention

• Attitude toward the website

Novak et al. (2003)

• Challenges

 

• Exploratory behaviour

Flow experience in the online consumer

588 web users

• Skills

• Focus attention

• Importance

• Interactivity (speed)

• Time distortion

• Stimulation

• Telepresence

• Control

Chung and Tan (2004)

• Content

• Perceived fun

 

Background of the perception of fun in the acceptance of websites for general information searches

154 undergraduate and graduate students who are internet users

• Speed

• Ease of use

• Curiosity or experimentation

• Variety

• Navigation

• Feedback

• Perceived usefulness

• Focus attention

• Control

• Search motivation

Dailey (2004)

• Control

 

• Negative attitude

Experience of flow and psychological reactance in online consumer behaviour caused by restrictive navigation signals

Web consumers (conceptual model)

• Website acceptance/rejection conducts

Hsu and Lu (2004)

• Ease of use

• Involvement

• Intention of use

User’s flow experience in the adoption of online games

233 online game users

• Fun

• Control

• Concentration

• Intrinsic interest

Mathwick and Rigdon (2004)

• Challenges/skills in information searches

 

• Fun (enjoyment and immersion)

User’s experience of flow and fun in online information searches

110 web users with experience in online information searches

• Attitude toward the brand

• Perception of control

• Attitude toward the website

Pace (2004)

• Clear goals

• Enjoyment in discovering and learning

 

User’s flow experience in information search activities on the Web

22 web users

• Feedback

• Curiosity

• Urgency

• Loss of awareness of irrelevant factors

• Challenges/skills

• Focus attention

• Time distortion

• Distractions

• Merging of action and awareness

• Interest in the content

• Usability

• Control

• Mental alertness

• Telepresence

Pilke (2004)

• Concentration

  

Flow experience in the use of information technology

20 undergraduate or graduate students who are ICT users

• Challenges/skills

• Control

• Immediate feedback

• Clear goals

• Good usability

Skadberg and Kimmel (2004)

• Quick response from the website

• Time distortion

• Increased learning

Flow experience in the individual’s behaviour in a tourism website

272 tourism website users

• Changes in attitude and behaviour

• Enjoyment

• Interactivity

• Telepresence

• Attractiveness of a website

• Ease of use

Smith and Sivakumar (2004)

 

• Intensity

• Navigation

Flow experience in online purchasing behaviour

Web consumers (conceptual model)

• Duration

• Impulse purchasing

• Repetition purchasing

• (certain purchasing behaviours)

Shoham (2004)

• Challenges/skills

• Clear goals

 

Flow experience and image management in the behaviour of the user in an ethnography chat room

Between 500 and 1,000 users in portal rooms

• Immediate feedback

• Focused concentration

Between 10 and 100 in specific rooms

• Control

• Time distortion

• Self-transcendence

Jiang and Benbasat (2005)

• Visual control

• Control

• Perceived diagnosticity (usefulness of the shopping experience in evaluating products)

Virtual control in the flow experience and perceived diagnosticity

53 undergraduates and graduate students

• Functional control

• Focus attention

• Cognitive enjoyment

Pearce (2005)

• Challenges

• Perception of control

• Learning

Flow experience in an online training environment

42 first-year information systems students and 17 first-year physics students

• Skills

• Enjoyment

Richard and Chandra (2005)

• Challenges

 

• Optimal stimulation level

Flow experience in the consumer’s navigation behaviour on a pharmaceutical website

264 users of a pharmaceutical website

• Skills

• Interactivity

• Involvement in the website

• Need for cognition

• Exploratory behaviour

• Attitude toward the website

• Pre-purchase intentions

Sánchez-Franco (2005)

• Challenges

 

• Positive affects

Flow experience in the Web user’s behaviour

1,154 web users

• Skills

• Tendency to play (cognitive spontaneity)

• Involvement

• Concentration

• Exploratory behaviour

• Stimulation

• Control

• Telepresence

• Time distortion

Sánchez-Franco and Roldán (2005)

• Ease of use

• Enjoyment

• Usefulness

Flow experience of directed and experiential users in the acceptance and use of the Web

340 web users

• Control

• Concentration

• Intention of use

• Challenges/skills

• Attitude toward the use

Sicilia et al. (2005)

• Interactivity

 

• Attitude toward the website

Interactivity in processing information from a website and the consumer’s flow experience

213 university students who are Web users

Siekpe (2005)

 

• Concentration

• Purchase intention

Multidimensionality of flow in the online shopping experience of consumers

281 web users

• Intention to repeat the visit

• Control

• Challenges

• Curiosity

Wu and Chang (2005)

• Interactivity

• Enjoyment

• Interaction intentions

Flow experience in the consumer who is a member of an online travel community

286 users who are members of an online travel community

• Time distortion

Chen (2006)

• Potential control

• Concentration

• Positive affects

User’s flow experience during Web activities

233 web users

• Enjoyment

• Merging of action and awareness

• Loss of self-consciousness

• Time distortion

• Immediate feedback

• Telepresence

• Clear goals

Huang (2006)

 

• Control

 

Flow experience and durable and situational involvement

290 undergraduate and graduate students who are Web consumers 363 web consumers

• Curiosity

• Enjoyment

• Intrinsic interest

Sharafi et al. (2006)

 

• Pleasure

 

User’s flow experience in the use of information technology

290 ICT users

• Concentration

• Control

• Exploration

• Challenges

Wan and Chiou (2006)

 

• Intrinsic interest

 

Flow experience and humanistic theory of needs in motivation behind online gaming addiction

127 adolescent students with experience in online games 182 adolescent students with experience in online games

• Curiosity

• Control

• Focus attention

Pace (2007)

 

• Clear goals

 

Flow experience in the design of online learning environments

Students in an online learning environment (conceptual model)

• Significant feedback

• Interest

• Challenges/skills

• Focus attention

• Time distortion

• Rich sensory experience

• Telepresence

Sánchez-Franco et al. (2007)

• Ease of use

• Enjoyment

• Usefulness

User’s flow experience in the acceptance and use of the Web

227 internet users

• Control

• Concentration

• Intention of use

• Challenges/skills

• Attitude toward use

Bridges and Florsheim (2008)

• Challenges

 

• PIU

Directed hedonic elements of flow experience in online consumer behaviour

337 university students

• Skills

• Online shopping

• Control

• Interactivity (speed)

• Stimulation

• Importance

• Telepresence

• Time distortion

Chang and Wang (2008)

• Interactivity

• Perception of control

• Usefulness

Flow experience in the user’s communication behaviour

426 web users experienced in online communication tools

• Ease of use

• Attitude toward

 

• Enjoyment in shopping

The use

• Behavioural intention

• Concentration

Thatcher et al. (2008)

• Problematic internet use (PIU)

  

Flow experience, problematic internet use and internet procrastination

1,399 internet users

• Procrastination

Guo and Poole (2009)

• Complexity of the website

• Concentration

 

Flow experience in online shopping

354 university students who are web users

• Skills/challenges

• Merging of action and awareness

• Feedback

• Control

• Time distortion

• Loss of self-consciousness

• Autotelic experience

Liu et al. (2009)

• Types of e-learning presentation

• Concentration

• Intention to use e-learning technology

Flow experience and wealth of media in the acceptance and use of e-learning technology

88 students of an online training course in information systems

Lee and Chen (2010)

 

• Concentration

 

Consumer’s flow experience

288 university students

• Enjoyment

• Telepresence

• Time distortion

Srivastava et al. (2010)

• Need for cognition

• Time distortion

 

User’s flow experiences

113 internet users

• Self efficacy

• Skills

Hsu et al. (2012)

  

• Continuance intention

Consumer’s flow experiences

395 customers of an online shopping store

• Purchase intention

• Impulsive buying.

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Esteban-Millat, I., Martínez-López, F.J., Luna, D., Rodríguez-Ardura, I. (2014). The Concept of Flow in Online Consumer Behavior. In: Martínez-López, F. (eds) Handbook of Strategic e-Business Management. Progress in IS. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39747-9_17

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