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

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.
Document type :
Journal articles
Complete list of metadatas

https://hal-univ-tours.archives-ouvertes.fr/hal-01559763
Contributor : Laurent Maubisson <>
Submitted on : Monday, July 10, 2017 - 10:22:19 PM
Last modification on : Tuesday, September 10, 2019 - 4:03:27 PM

Identifiers

  • HAL Id : hal-01559763, version 1

Citation

Linda Hamdi-Kidar, Laurent Maubisson. Les chemins d’accès à l’expérience de flow : le cas des jeux vidéo. Management & Avenir, INSEEC/Management Prospective Ed. 2012, 58 (8), pp.120-143. ⟨https://www.cairn.info/revue-management-et-avenir-2012-8-page-120.htm⟩. ⟨hal-01559763⟩

Share

Metrics

Record views

125