Optimal experience of flow enhanced by telepresence: evidence from social media use
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Overall flow state enhances the frequency of social media use.
“Another study also found that overall flow state enhanced the frequency of social media use (51).”
From COVID-19 stress and addictive social media use (SMU): mediating role of active use and social media flow (2021) · cites this paper as [51]
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The influence of flow on learning outcomes: An empirical study on the use of clickers
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“The telepresence-intention link has previously been confirmed in consumer behavior research (Pelet et al., 2017; Kim and Ko, 2019; Ye et al., 2020), and its reconfirmation in tourist behavior research further demonstrates the robustness of this association.”
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The Students’ Flow Experience With the Continuous Intention of Using Online English Platforms
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“Flow can be achieved while being engaged in several daily activities, for instance, sports, watching movies, or reading (Pelet et al., 2017).”
BackgroundStrategic orientation towards digitization to improve supermarket loyalty in an omnichannel context
Valiño, P. C., Rodríguez, P. G., Núñez‐Barriopedro, E., & Henche, B. G. (2022) · Journal of Business Research · doi:10.1016/j.jbusres.2022.113475 · Cited by 81 · see citing works
Service quality factors affecting customer attitudes in online-to-offline commerce
Moon, Y. J., & Armstrong, D. J. (2019) · Information Systems and e-Business Management · doi:10.1007/s10257-019-00459-y · Cited by 71 · see citing works
Lim, X., Cheah, J., Ng, S. I., Basha, N. K., & Soutar, G. N. (2021) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2021.120763 · Cited by 77 · see citing works
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“Although telepresence and social presence have been widely investigated (Han, Min, and Lee 2016; Kim, Song, and Luo 2016; Pelet, Ettis, and Cowart 2017), relatively fewer studies have focused on the presence that is perceived by buyers in an online shopping context, despite some researchers…”
BackgroundShopping in the digital world: How augmented reality mobile applications trigger customer engagement
Lin, K.-Y., & Huang, T. K. (2024) · Technology in Society · doi:10.1016/j.techsoc.2024.102540 · Cited by 66 · see citing works
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How does media richness foster online gamer loyalty?
Tseng, F.-C., Huang, T.-L., Pham, T. T. L., Cheng, T. C. E., & Teng, C.-I. (2022) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2021.102439 · Cited by 63 · see citing works
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Game affordance, gamer orientation, and in‐game purchases: A hedonic–instrumental framework
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“The novelty and design aesthetic of technology have been widely acknowledged as critical attributes that can result in a distorted sense of time (Guo et al., 2016; Merikivi et al., 2017; Pelet et al., 2017; Rose et al., 2012).”
BackgroundCarlson, J., de Vries, N. J., Rahman, M. M., & Taylor, A. (2017) · Journal of Brand Management · doi:10.1057/s41262-017-0054-4 · Cited by 65 · see citing works
“…computer-mediated environments including e-commerce settings (e.g. O’Cass and Carlson 2010), online learning (e.g. Choi et al. 2007; Guo et al. 2016), online service delivery (e.g. Ding et al. 2010; Gao and Bai 2014) and social networking site usage (e.g. Pelet et al. 2016; Kwak et al. 2014).”
BackgroundYang, H., Zhang, S., Diao, Z., & Sun, D. (2023) · Telematics and Informatics · doi:10.1016/j.tele.2023.102050 · Cited by 71 · see citing works
Antecedents and consequences of flow state in e-commerce
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Explore the Feeling of Presence and Purchase Intention in Livestream Shopping: A Flow-Based Model
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“, 2011), becoming so absorbed on the actions happening online that they might very well disengage and withdraw from their immediate surroundings and go through cognitive episodes of flow (Bachen et al., 2016; Kwak et al., 2014; Pelet et al., 2017).”
BackgroundInfluentialWang, H., & Lee, K. (2020) · Sustainability · doi:10.3390/su12176853 · Cited by 57 · see citing works
“Perceived Enjoyment (PEE) PEE1: I enjoy playing MSNG PEE2: I find MSNG enjoyable and fascinating PEE3: I feel exciting when I play MSNG [14,24]”
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Gudka, M., Gardiner, K. L. K., & Lomas, T. (2023) · The Journal of Positive Psychology · doi:10.1080/17439760.2021.1991447 · Cited by 54 · see citing works
“Social media environments include dashboards of interactive information requiring deep concentration, and providing optimal challenge, such as editing and uploading content, and commenting on friends’ posts (Pelet et al., 2017).”
BackgroundMoral obligation in online social interaction: Clicking the “like” button
Xu, X., Yao, Z., & Teo, T. S. H. (2019) · Information & Management · doi:10.1016/j.im.2019.103249 · Cited by 54 · see citing works
Flow matters: antecedents and outcomes of flow experience in social search on Instagram
Cuevas, L. M., Lyu, J., & Lim, H. (2021) · Journal of Research in Interactive Marketing · doi:10.1108/jrim-03-2019-0041 · Cited by 58 · see citing works
‘Regrettable‐escapism’ the negative effects of mobile app use: A retail perspective
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Millennials & Snapchat: Self-expression through its use and its influence on purchase motivation
Flecha-Ortiz, J. A., Santos‐Corrada, M., Dones, V., López, E., & Vega, A. (2019) · Journal of Business Research · doi:10.1016/j.jbusres.2019.03.005 · Cited by 54 · see citing works
How social and media cues induce live streaming impulse buying? SOR model perspective
Xia, Y. X., Chae, S. W., & Xiang, Y. C. (2024) · Frontiers in Psychology · doi:10.3389/fpsyg.2024.1379992 · Cited by 55 · see citing works
Kumari, V., Bala, P. K., & Chakraborty, S. (2024) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2024.103967 · Cited by 57 · see citing works
Rasheed, H. M. W., Chen, Y., Khizar, H. M. U., & Safeer, A. A. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e16968 · Cited by 53 · see citing works
“Perceived Enjoyment PE1 I enjoy using AI services in hotels [44,45] PE2 I like to use new technologies in hotels.”
BackgroundYoo, J. (2022) · Heliyon · doi:10.1016/j.heliyon.2023.e13775 · Cited by 49 · see citing works
“101) and have been extensively investigated in the e-commerce literature as crucial determinants of actual purchases [38].”
BackgroundAre Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction
Hew, J.-J., Lee, V., T’ng, S. T., Tan, G. W., Ooi, K., & Dwivedi, Y. K. (2023) · Information Systems Frontiers · doi:10.1007/s10796-023-10377-7 · Cited by 52 · see citing works
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The effect of flow experience on users’ social commerce intention
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A study of player behavior and motivation to purchase Dota 2 virtual in game items
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Digital consumer engagement in a social network: A literature review applying TCCM framework
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Flow theory in the information systems life cycle: The state of the art and future research agenda
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A moderating – mediating model of the urge to buy impulsively in social commerce live-streaming
Khôi, N. H., Le, A. N. H., & Dong, P. N. (2023) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2023.101286 · Cited by 51 · see citing works
“In Flow”! Why Do Users Share Fake News about Environmentally Friendly Brands on Social Media?
Obadă, D.-R., & Dabija, D. (2022) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph19084861 · Cited by 51 · see citing works
“A distortion in time perception and the duration of time is altered, hours pass in minutes, and minutes might expand to appear as hours [44,51,62,142].”
BackgroundInfluentialExploring the role of flow experience and telepresence in virtual reality (VR) concerts
Kim, H. L., Kim, S., Park, K., & Tennessee, S. L. (2023) · Journal of Travel & Tourism Marketing · doi:10.1080/10548408.2023.2276437 · Cited by 43 · see citing works
“For example, Pelet et al. (2017) examined the role of telepresence in the context of social media use and found that telepresence is significantly related to five dimensions of flow: enjoyment, concentration, challenge, control, and curiosity.”
BackgroundHow to create flow experience during travel: The role of destination attributes
Karasakal, S., & Albayrak, T. (2021) · Journal Of Vacation Marketing · doi:10.1177/13567667211053386 · Cited by 42 · see citing works
“Unfortunately, there is no consistency in using these phases and their dimensions (Pelet, Ettis, and Cowart, 2017).”
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Flow in computer‐mediated environments: A systematic literature review
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“The immersed individuals tend to experience cognitive absorption as they concentrate [64] on the content, which distorts their perception of time.”
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Virtual fashion experiences in virtual reality fashion show spaces
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Understanding users’ participation in online health communities: A social capital perspective
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“Pelet et al. (2017) proposed concentration, curiosity and enjoyment as some of the main components of flow.”
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Examining drivers and outcomes of social media brand engagement
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Short video marketing in tourism: Telepresence, celebrity attachment, and travel intention
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The contribution of social media to project management
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The role of flow for mobile advergaming effectiveness
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- Authors
- Pelet, J.-É., Ettis, S., & Cowart, K.
- Affiliations
- Institut supérieur du commerce de Paris (FR)
- University of Gabès (TN)
- University of South Florida (US)
- Corresponding author
- Pelet, Jean-Éric
- Venue
- Information & Management
- Publisher
- Elsevier BV
- Published
- 2017-01
- Volume
- 54
- Issue
- 1
- Pages
- 115-128
- ISSN
- 0378-7206 (ISSN-L)
- OpenAlex
- W2375913591
- Cited by
- 354
- References
- 82
- Citations by year
- 2026: 25 · 2025: 50 · 2024: 62 · 2023: 59 · 2022: 41 · 2021: 42 · 2020: 26 · 2019: 24 · 2018: 18 · 2017: 7
- FWCI
- 38.23
- Type
- journal article
- Language
- en
- Open access
- green
- hal.science
- Licence
- Locations
- Information & Management (publishedVersion)
- HAL (submittedVersion, other-oa)
- Digital Commons - University of South Florida (University of South Florida) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- flow experience, telepresence, social media use, time distortion, social media use frequency, enjoyment, concentration, challenges, control, curiosity, nomological network, behavioral intention, online behavior
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