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Les chemins d’accès à l’expérience de flow : le cas des jeux vidéo

Author

Listed:
  • Linda Hamdi-Kidar

    (CRM - Centre de Recherche en Management - UT Capitole - Université Toulouse Capitole - UT - Université de Toulouse - IAE - Institut d'Administration des Entreprises - Toulouse - CNRS - Centre National de la Recherche Scientifique)

  • Laurent Maubisson

    (Institut d'Administration des Entreprises (IAE) - Tours, VALLOREM - Val de Loire Recherche en Management - UO - Université d'Orléans - UT - Université de Tours)

Abstract

This exploratory research analyzes the factors influencing flow experience in a virtual environment using the case of video games. A multi-method qualitative study was conducted using a sample of seasoned video-gamers and experts of this industry. We find eight factors influencing flow experience and suggest a model of this process which opens up possibilities for managers.

Suggested Citation

  • Linda Hamdi-Kidar & Laurent Maubisson, 2012. "Les chemins d’accès à l’expérience de flow : le cas des jeux vidéo," Post-Print hal-01559763, HAL.
  • Handle: RePEc:hal:journl:hal-01559763
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    Cited by:

    1. Pierre-Henry Leveau & Sandra Camus, 2023. "Influence of Embodiment and Challenges on Consumers’ Behavioral Intentions during a Virtual Reality Experience," Post-Print hal-04081149, HAL.

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