Skip to main content

Flowing Technologies: The Role of Flow and Related Constructs in Human-Computer Interaction

  • Chapter
  • First Online:
Advances in Flow Research

Abstract

A promising field of application to analyze and better comprehend the impact of the flow concept is Human-Computer Interaction (HCI), in that the analysis and the design of computer interfaces pose notable challenges to its application. For example, in which cases the experience of flow should be promoted in the users, and in which other cases it should be avoided; or, whether and how an overall user engagement can be related to challenges/skills balance or imbalance. The first section of the present contribution provides a critical overview of the integration of flow in HCI, along with its relationship with other important constructs in the field such as presence/immersion, embodiment, breakdown and readiness-to-hand. In the subsequent sections, this contribution explores the role of flow in the interaction with specific technologies, namely video games, that constitute the most interesting example of complex interactive interfaces where a certain balance (or imbalance) between challenges and skills should be explicitly designed; virtual reality (VR) as the more immersive digital technology, which recently gained renovated importance because having become a commercial product thanks to the emergence of innovative devices on the global market; and other contexts, with a specific focus on the role of flow in the use of new technologies to promote health and well-being (Positive Technology). The last section will identify important guidelines for future research on the topic of flow and HCI, introducing the more inclusive and updated concept of Human Computer Confluence (HCC) and selected new lines of research on the transformative potential of digital technologies.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 159.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 159.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Acampora, G., Cook, D. J., Rashidi, P., & Vasilakos, A. V. (2013). A survey on ambient intelligence in health care. Proceedings of the IEEE Institute of Electrical and Electronics Engineers, 101(12), 2470–2494. https://doi.org/10.1109/JPROC.2013.2262913.

    Article  Google Scholar 

  • Agarwal, R., & Karahana, E. (2000). Time flies when you’re having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665–694.

    Article  Google Scholar 

  • Alcañiz, M., Rodríguez, A., Rey, B., & Parra, E. (2014). Using serious games to train adaptive emotional regulation strategies. Lecture Notes in Computer Science, 8531 LNCS, 541–549. doi: https://doi.org/10.1007/978-3-319-07632-4_51.

  • Argenton, L., Triberti, S., Serino, S., Muzio, M., & Riva, G. (2014). Serious games as positive technologies for individual and group flourishing. In A. L. Brooks, S. Brahnam, & L. C. Jain (Eds.), Technologies and inclusive well-being (Vol. 536, pp. 6–12). Berlin: Springer. https://doi.org/10.1007/978-3-642-45432-5.

    Chapter  Google Scholar 

  • Bartsch, A., Vorderer, P., Mangold, R., & Viehoff, R. (2008). Appraisal of emotions in media use: Toward a process model of meta-emotion and emotion regulation. Media Psychology, 11(1), 7–27. https://doi.org/10.1080/15213260701813447.

    Article  Google Scholar 

  • Bassi, M., Steca, P., Monzani, D., Greco, A., & Delle Fave, A. (2014). Personality and optimal experience in adolescence: Implications for well-being and development. Journal of Happiness Studies, 15(4), 829–843.

    Article  Google Scholar 

  • Baumann, N., Lürig, C., & Engeser, S. (2016). Flow and enjoyment beyond skill-demand balance: The role of game pacing curves and personality. Motivation and Emotion, 40(4), 507–519. https://doi.org/10.1007/s11031-016-9549-7.

    Article  Google Scholar 

  • Borderie, J., & Michinov, N. (2017). Identifying social forms of flow in multiuser video games. In R. Kowert & T. Quandt (Eds.), New perspectives on the social aspects of digital gaming: Multiplayer 2. New York: Routledge Taylor & Francis Group.

    Google Scholar 

  • Botella, C., Riva, G., Gaggioli, A., Wiederhold, B. K., Alcaniz, M., & Baños, R. M. (2012). The present and future of positive technologies. Cyberpsychology, Behavior and Social Networking, 15(2), 78–84. https://doi.org/10.1089/cyber.2011.0140.

    Article  Google Scholar 

  • Bravo, J., Cook, D., & Riva, G. (2016). Ambient intelligence for health environments. Journal of Biomedical Informatics, 64, 207–210. https://doi.org/10.1016/j.jbi.2016.10.009.

    Article  Google Scholar 

  • Cameirão, M., Bermudez y Badia, S., Oller, E., & Verschure, P. (2010). Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: Methodology, design, psychometrics, usability and validation. Journal of Neuroengineering and Rehabilitation, 7(1), 48.

    Article  Google Scholar 

  • Card, S. K., Moran, T. P., & Newell, A. (1983). The psychology of human-computer interaction. Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Cavanagh, R., & Shernoff, D. (2014). Positive change and scholastic education. In P. Inghilleri, G. Riva, & E. Riva (Eds.), Enabling positive change: Flow and complexity in daily experience. Berlin: De Gruyter Open.

    Google Scholar 

  • Chirico, A., & Gaggioli, A. (2018). Awe: “More than a Feeling”. The Humanistic Psychologist, 46, 274–280. https://doi.org/10.1037/hum0000098.

  • Chirico, A., Cipresso, P., Yaden, D. B., Biassoni, F., Riva, G., & Gaggioli, A. (2017). Effectiveness of immersive videos in inducing awe: An experimental study. Scientific Reports, 7(1), 1–11.

    Article  Google Scholar 

  • Chirico, A., Ferrise, F., Cordella, L., & Gaggioli, A. (2018). Designing awe in virtual reality: An experimental study. Frontiers in Psychology, 8, 2351. https://doi.org/10.3389/fpsyg.2017.02351.

    Article  Google Scholar 

  • Cook, D. J., Augusto, J. C., & Jakkula, V. R. (2009). Ambient intelligence: Technologies, applications, and opportunities. Pervasive and Mobile Computing, 5(4), 277–298. https://doi.org/10.1016/j.pmcj.2009.04.001.

    Article  Google Scholar 

  • Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in video games. Computers in Entertainment, 6(2), 1. https://doi.org/10.1145/1371216.1371223.

    Article  Google Scholar 

  • Csikszentmihalyi, M. (1988). The flow experience and its significance for human psychology. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience: Psychological studies of flow in consciousness (pp. 15–35). New York: Cambridge University Press.

    Chapter  Google Scholar 

  • Csikszentmihalyi, M. (2013). Flow: The psychology of happiness. New York: Random House.

    Google Scholar 

  • Csikszentmihalyi, M., & Larson, R. (1987). Validity and reliability of the Experience-Sampling Method. The Journal of Nervous and Mental Disease, 175(9), 526–536. https://doi.org/10.1097/00005053-198709000-00004.

    Article  Google Scholar 

  • Davis, R., & Wong, D. (2007). Conceptualizing and measuring the optimal experience of the eLearning environment. Decision Sciences Journal of Innovative Education, 5, 97–126. https://doi.org/10.1111/j.1540-4609.2007.00129.x.

    Article  Google Scholar 

  • de Manzano, Ö., Theorell, T., Harmat, L., & Ullén, F. (2010). The psychophysiology of flow during piano playing. Emotion, 10(3), 301–311. https://doi.org/10.1037/a0018432.

    Article  Google Scholar 

  • Delle Fave, A., & Massimini, F. (2005). The investigation of optimal experience and apathy. European Psychologist, 10(4), 264–274. https://doi.org/10.1027/1016-9040.10.4.264.

    Article  Google Scholar 

  • Draper, J. V., Kaber, D. B., & Usher, J. M. (1998). Telepresence. Human Factors, 40(3).

    Google Scholar 

  • Engeser, S. (2012). Advances in flow research. New York: Springer.

    Book  Google Scholar 

  • Engeser, S., & Rheinberg, F. (2008). Flow, performance and moderators of challenge-skill balance. Motivation and Emotion, 32(3), 158–172. https://doi.org/10.1007/s11031-008-9102-4.

    Article  Google Scholar 

  • Ferscha, A., Resmerita, S., & Holzmann, C. (2007). Human computer confluence. Universal Access in Ambient Intelligence Environments, 4397, 14–27. Retrieved from https://doi.org/10.1007/978-3-540-71025-7_2

  • Finneran, C. M., & Zhang, P. (2005). Flow in computer-mediated environments: Promises and challenges. Communications of the association for information systems. Communications of the Association for Information Systems, 15(1), 4.

    Google Scholar 

  • Fontaine, G. (1992). The experience of a sense of presence in intercultural and international encounters. Presence: Teleoperators and Virtual Environments, 1(4), 1–9.

    Article  Google Scholar 

  • Friedewald, M., Vildjiounaite, E., Punie, Y., & Wright, D. (2007). Privacy, identity and security in ambient intelligence: A scenario analysis. Telematics and Informatics, 24(1), 15–29. https://doi.org/10.1016/j.tele.2005.12.005.

    Article  Google Scholar 

  • Gaggioli, A. (2005). Optimal experience in ambient intelligence. In G. Riva, F. Vatalaro, F. Davide, & M. Alcaniz (Eds.), Ambient intelligence. Amsterdam: IOS Press.

    Google Scholar 

  • Gaggioli, A. (2016). Transformative experience design. In A. Gaggioli, A. Ferscha, G. Riva, S. Dunne, & I. Viaud-delmon (Eds.), Human computer confluence: Transforming human experience through symbiotic technologies. Berlin: De Gruyter Open.

    Google Scholar 

  • Gaggioli, A., Bassi, M., & Delle Fave, A. (2003). Quality of experience in virtual environments. In G. Riva, W. IJsselsteijn, & F. Davide (Eds.), Being there: Concepts, effects and measurement of user presence in synthetic environments (pp. 121–135). Amsterdam: IOS Press.

    Google Scholar 

  • Gaggioli, A., Chirico, A., Triberti, S., & Riva, G. (2016). Transformative interactions: Designing positive technologies to foster self-transcendence and meaning. Annual Review of Cybertherapy and Telemedicine, 14, 169–174.

    Google Scholar 

  • Gaggioli, A., Ferscha, A., Riva, G., Dunne, S., & Vlaud-Delmon, I. (2016). Human computer confluence: Transforming human experience through symbiotic technologies. Berlin: De Gruyter Open.

    Google Scholar 

  • Gaggioli, A., Milani, L., Mazzoni, E., & Riva, G. (2011). Networked flow: A framework for understanding the dynamics of creative collaboration in educational and training settings. The Open Education Journal, 4, 41–49.

    Article  Google Scholar 

  • Gallagher, S., Reinerman-Jones, L., Sollins, B., & Janz, B. (2014). Using a simulated environment to investigate experiences reported during space travel. Theoretical Issues in Ergonomics Science, 15(4), 376–394. https://doi.org/10.1080/1463922X.2013.869370.

    Article  Google Scholar 

  • Garrett, J. J. (2010). Elements of user experience, the: User-centered design for the web and beyond. (Pearson Ed). Pearson Education.

    Google Scholar 

  • Gee, J. P. (2005). Why video games are good for your soul: Pleasure and learning. booksgooglecom. Common Ground. Retrieved from http://books.google.com/books?hl=en&lr=&ie=UTF-8&id=nG2uugIdH3wC&oi=fnd&pg=PA1&dq=video+game+ecology&ots=cvhWiqZUtA&sig=XDOxewLFVpX0A-d0ye_d7wy0Of0

  • Ghani, J., & Deshpande, S. (1994). Task characteristics and the experience of optimal flow in human-computer interaction. The Journal of Psychology: Intyerdisciplinary and Applied, 128(4), 381–391.

    Article  Google Scholar 

  • Ghani, J., Supnick, R., & Rooney, P. (1991). The experience of flow in computer-mediated and in face-to-face groups. In ICIS 1991 (p. 9).

    Google Scholar 

  • Graffigna, G., Barello, S., Wiederhold, B. K., Bosio, A. C., & Riva, G. (2013). Positive technology as a driver for health engagement. Studies in Health Technology and Informatics, 191, 9–17.

    Google Scholar 

  • Harmat, L., Andersen, F., Ullén, F., Wright, J., & Sadlo, G. (2016). Flow experience: Empirical research and applications. New York: Springer.

    Book  Google Scholar 

  • Heeter, C. (2003). Reflections on real presence by a virtual person. Presence – Teleoperators and Virtual Environments, 12(4), 335–345.

    Article  Google Scholar 

  • Hoffman, D. L., & Novak, T. P. (1997). A new marketing paradigm for electronic commerce electronic commerce. The Information Society, 13(1), 43–54. https://doi.org/10.1080/019722497129278.

    Article  Google Scholar 

  • Hong, J. C., Hwang, M. Y., Chen, W. C., Lee, C. C., Lin, P. H., & Chen, Y. L. (2013). Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory. Computers and Education, 69, 369–376. https://doi.org/10.1016/j.compedu.2013.07.027.

    Article  Google Scholar 

  • Hsu, C.-L., & Lu, H.-P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868. https://doi.org/10.1016/j.im.2003.08.014.

    Article  Google Scholar 

  • Jones, M. G. (1998). Creating electronic learning environments: Games, flow, and the user interface. In Proceedings of Selected Research and Development Presentations at the National Convention of the Association for Educational Communications and Technology (AECT) (pp. 205–214).

    Google Scholar 

  • Juul, J. (2013). The art of failure. An essay on the pain of playing videogames. Cambridge: MIT Press.

    Google Scholar 

  • Keltner, D., & Haidt, J. (2003). Approaching awe, a moral, spiritual, and aesthetic emotion. Cognition and Emotion, 17(2), 297–314. https://doi.org/10.1080/02699930244000318.

    Article  Google Scholar 

  • Klasen, M., Weber, R., Kircher, T. T. J., Mathiak, K. A., & Mathiak, K. (2012). Neural contributions to flow experience during video game playing. Social Cognitive and Affective Neuroscience, 7(4), 485–495. https://doi.org/10.1093/scan/nsr021.

    Article  Google Scholar 

  • Klimmt, C., & Vorderer, P. (2003). Media psychology “is not yet there”: Introducing theories on media entertainment to the Presence debate. Presence – Teleoperators and Virtual Environments, 12(4), 346–359.

    Article  Google Scholar 

  • Konradt, U., & Sulz, K. (2001). The experience of flow in interacting with a hypermedia learning environment. Journal of Educational Multimedia and Hypermedia, 10(1), 69–84. Retrieved from http://www.editlib.org/index.cfm?fuseaction=Reader.ViewAbstract&paper_id=7992&from=NEWDL

  • Kye, B., & Kim, Y. (2008). Investigation of the relationships between media characteristics, presence, flow, and learning effects in augmented reality based learning. International Journal for Educational Media and Technology, 2(1).

    Google Scholar 

  • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), 20. https://doi.org/10.1111/j.1083-6101.1997.tb00072.x.

    Article  Google Scholar 

  • Lorentz, P. (2014). Why failing in games is a positive aspect of play: A review of Jesper Juul’s The Art of Failure. Journal of Game Criticism, 1(2), 1–4.

    Google Scholar 

  • Løvoll, H. S., & Vittersø, J. (2014). Can balance be boring? A critique of the “challenges should match skills” hypotheses in flow theory. Social Indicators Research, 115, 117–136. https://doi.org/10.1007/s11205-012-0211-9.

    Article  Google Scholar 

  • Lowdermilk, T. (2013). User-centered design: A developer’s guide to building user-friendly applications. Sebastopol, CA: O’Reilly.

    Google Scholar 

  • Minsky, M. (1980). Telepresence (pp. 45–51). Omni.

    Google Scholar 

  • Massimini, F., & Delle Fave, A. (2000). Individual development in a bio-cultural perspective. The American Psychologist, 55, 24–33. https://doi.org/10.1037/0003-066X.55.1.24.

    Article  Google Scholar 

  • Mcfarlane, D. C., & Latorella, K. A. (2002). The scope and importance of human interruption in human – computer interaction design. Human-Computer Interaction, 17, 1–61.

    Article  Google Scholar 

  • Pace, S. (2004). A grounded theory of the flow experiences of Web users. International Journal of Human–Computer Studies, 60, 327–363.

    Article  Google Scholar 

  • Pacherie, E. (2006). Towards a dynamic theory of intentions. In S. Pockett, W. P. Banks, & S. Gallagher (Eds.), Does consciousness cause behavior (pp. 145–167). Cambridge, MA: MIT Press.

    Chapter  Google Scholar 

  • Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745–771. https://doi.org/10.1016/j.chb.2004.02.019.

    Article  Google Scholar 

  • Pedroli, E., Greci, L., Colombo, D., Serino, S., Cipresso, P., Arlati, S., Mondellini, M., Boilini, L., Giussani, V., Goulene, K., Sacco, M., Stramba-Badiale, M., Riva, G., & Gaggioli, A. (2018). Characteristics, usability, and users experience of a system combining cognitive and physical therapy in a virtual environment: Positive bike. Sensors, 18(7), 2343.

    Article  Google Scholar 

  • Peifer, C., Schulz, A., Schächinger, H., Baumann, N., & Antoni, C. H. (2014). The relation of flow-experience and physiological arousal under stress – Can u shape it? Journal of Experimental Social Psychology, 53, 62–69. https://doi.org/10.1016/j.jesp.2014.01.009.

    Article  Google Scholar 

  • Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440.

    Article  Google Scholar 

  • Riva, G., Baños, R. M., Botella, C., Wiederhold, B. K., & Gaggioli, A. (2012). Positive technology: Using interactive technologies to promote positive functioning. Cyberpsychology, Behavior and Social Networking, 15(2), 69–77. https://doi.org/10.1089/cyber.2011.0139.

    Article  Google Scholar 

  • Riva, G., & Gaggioli, A. (2009). Rehabilitation as empowerment: The role of advanced technologies. Studies in Health Technology and Informatics, 145, 3–22. https://doi.org/10.3233/978-1-60750-018-6-3.

    Article  Google Scholar 

  • Riva, G., Mantovani, F., Waterworth, E. L., & Waterworth, J. A. (2015). Intention, action, self and other: An evolutionary model of presence. In M. Lombard, F. Biocca, J. Freeman, W. IJsselsteijn, & R. Schaevitz (Eds.), Immersed in media (pp. 73–99). New York: Springer International Publishing. https://doi.org/10.1007/978-3-319-10190-3_5.

    Chapter  Google Scholar 

  • Riva, G., Villani, D., Cipresso, P., Repetto, C., Triberti, S., Di Lernia, D., et al. (2016a). Positive and transformative technologies for active ageing. Medicine Meets Virtual Reality, 22(April), 308–316. https://doi.org/10.3233/978-1-61499-625-5-308.

    Article  Google Scholar 

  • Riva, G., Villani, D., Cipresso, P., Repetto, C., Triberti, S., Di Lernia, D., et al. (2016b). Positive and transformative technologies for active ageing. Studies in Health Technology and Informatics, 220, 308–315. https://doi.org/10.3233/978-1-61499-625-5-308.

    Article  Google Scholar 

  • Riva, G., & Waterworth, J. A. (2014). Being present in a virtual world. In M. Grimshaw (Ed.), The Oxford handbook of virtuality. Oxford: Oxford University Press.

    Google Scholar 

  • Riva, G., Waterworth, J. A., Waterworth, E. L., & Mantovani, F. (2011). From intention to action: The role of presence. New Ideas in Psychology, 29(1), 24–37. https://doi.org/10.1016/j.newideapsych.2009.11.002.

    Article  Google Scholar 

  • Rubel, P., Fayn, J., Simon-Chautemps, L., Atoui, H., Ohlsson, M., Telisson, D., et al. (2004). New paradigms in telemedicine: Ambient intelligence, wearable, pervasive and personalized. Wearable ehealth systems for personalised health management: state of the art and future challenges (Vol. 108). IOS Press. Retrieved from https://lup.lub.lu.se/search/publication/796399

  • Sawyer, R. K. (2010). Individual and group creativity. In J. C. Kaufman & R. J. Sternberg (Eds.), The Cambridge handbook of creativity (pp. 366–380). New York: Cambridge University Press.

    Chapter  Google Scholar 

  • Schmidt, G., Shernoff, D., & Csikszentmihalyi, M. (2014). Individual and situational factors related to the experience of flow in adolescence. In M. Csikszentmihalyi (Ed.), Applications of flow in human development and education. New York: Springer.

    Google Scholar 

  • Schramm, H., & Wirth, W. (2010). Exploring the paradox of sad-film enjoyment: The role of multiple appraisals and meta-appraisals. Poetics, 38(3), 319–335. https://doi.org/10.1016/j.poetic.2010.03.002.

    Article  Google Scholar 

  • Scoresby, J., & Shelton, B. E. (2011). Visual perspectives within educational computer games: Effects on presence and flow within virtual immersive learning environments. Instructional Science, 39(3), 227–254.

    Google Scholar 

  • Seligman, M. E. P. (2002). Authentic happiness. New York: Simon and Schuster.

    Google Scholar 

  • Seligman, M. E., & Csikszentmihalyi, M. (2000). Positive psychology. An introduction. The American Psychologist, 55, 5–14. https://doi.org/10.1177/0022167801411002.

    Article  Google Scholar 

  • Seligman, M. (2011). Flourish. New York, NY: Free Press.

    Google Scholar 

  • Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence Teleoperators and Virtual Environments, 1, 120–126. Retrieved from http://dl.acm.org/citation.cfm?id=128947.128956

  • Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’ flow experience while browsing a Web site: Its measurement, contributing factors and consequences. Computers in Human Behavior, 20, 403–422. https://doi.org/10.1016/S0747-5632(03)00050-5.

    Article  Google Scholar 

  • Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: Addiction, engagement, and scholastic achievement. Cyberpsychology {&} Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society, 12(5), 567–572. https://doi.org/10.1089/cpb.2009.0079.

    Article  Google Scholar 

  • Slater, M., & Usoh, M. (1993). Representation systems, perceptual positions, and presence in immersive virtual environments. Presence: Teleoperators and Virtual Environments, 2(3), 221–233.

    Article  Google Scholar 

  • Takatalo, J., Häkkinen, J., Kaistinen, J., & Nyman, G. (2010). Presence, involvement, and flow in digital games. In R. Bernhaupt (Ed.), Evaluating user experience in games. Human-computer interaction series. London: Springer. https://doi.org/10.1007/978-1-84882-963-3.

    Chapter  Google Scholar 

  • Triberti, S. (2016). This drives me nuts! In D. Villani, P. Cipresso, A. Gaggioli, & G. Riva (Eds.), Integrating technology in positive psychology practice (pp. 266–289). Hersey, PA: IGI Global. https://doi.org/10.4018/978-1-4666-9986-1.ch012.

    Chapter  Google Scholar 

  • Triberti, S., & Argenton, L. (2013). Psicologia dei videogiochi. Come i mondi virtuali influenzano mente e comportamento. Milano: Apogeo.

    Google Scholar 

  • Triberti, S., & Barello, S. (2016). The quest for engaging AmI: Patient engagement and experience design tools to promote effective assisted living. Journal of Biomedical Informatics, 63(August), 150–156. https://doi.org/10.1016/j.jbi.2016.08.010.

    Article  Google Scholar 

  • Triberti, S., & Chirico, A. (2016). Healthy avatars, healthy people. In G. Graffigna (Ed.), Transformative healthcare practice through patient engagement (pp. 247–275). Hersey, PA: IGI Global. https://doi.org/10.4018/978-1-5225-0663-8.ch010.

    Chapter  Google Scholar 

  • Triberti, S., Chirico, A., La Rocca, G., & Riva, G. (2017). Developing emotional design: Emotions as cognitive processes and their role in the design of interactive technologies. Frontiers in Psychology, 8(Oct), 1773. https://doi.org/10.3389/fpsyg.2017.01773.

    Article  Google Scholar 

  • Triberti, S., Chirico, A., & Riva, G. (2016). New technologies as opportunities for flow experience: A framework for the analysis. In L. Harmat, F. Ørsted Andersen, F. Ullén, J. Wright, & G. Sadlo (Eds.), Flow experience (pp. 249–263). Cham: Springer International Publishing.

    Chapter  Google Scholar 

  • Triberti, S., & Riva, G. (2015). Positive technology for enhancing the patient engagement experiences. In G. Graffigna, S. Barello, & S. Triberti (Eds.), Patient engagement: A consumer centered model to innovate healthcare. Berlin: De Gruyter Open.

    Google Scholar 

  • Triberti, S., & Riva, G. (2016). Being present in action: A theoretical model about the “interlocking” between intentions and environmental affordances. Frontiers in Psychology, 6(Jan). https://doi.org/10.3389/fpsyg.2015.02052.

  • Villani, D., Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., & Riva, G. (2018). Videogames for emotion regulation: A systematic review. Games for Health Journal, (February), g4h.2017.0108. doi: https://doi.org/10.1089/g4h.2017.0108.

  • Waterworth, J., & Riva, G. (2014). Feeling present in the physical world and in computer-mediated environments. London: Palgrave Macmillan.

    Book  Google Scholar 

  • Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9, 411–426.

    Article  Google Scholar 

  • Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24(5), 2274–2291.

    Google Scholar 

  • Winograd, T., & Flores, F. (1986). Understanding computers and cognition: A new foundation for design. Intellect Books.

    Google Scholar 

  • Zahorik, P., & Jenison, R. L. (1998). Presence as being-in-the-world. Presence: Teleoperators and Virtual Environments, 7, 78–89. https://doi.org/10.1162/105474698565541.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Stefano Triberti .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Triberti, S., Di Natale, A.F., Gaggioli, A. (2021). Flowing Technologies: The Role of Flow and Related Constructs in Human-Computer Interaction. In: Peifer, C., Engeser, S. (eds) Advances in Flow Research. Springer, Cham. https://doi.org/10.1007/978-3-030-53468-4_15

Download citation

Publish with us

Policies and ethics