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Optimal experience of flow enhanced by telepresence: Evidence from social media use
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“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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What happens when flow ends? How and why your creativity is limited after a flow experience
Lavoie, R. V., & Main, K. (2024) · Current Psychology · doi:10.1007/s12144-024-06591-4 · Cited by 10
“Flow is considered by many to be an optimal experience (e.g. Csikszentmihalyi & Lefevre, 1989 ; Pelet et al., 2017 ) and has been demonstrated to have several positive consequences, including increased wellbeing (Lavoie & Zheng, 2023), resilience (Mao et al., 2023) and performance in goal-based…”
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“Multi-media stimuli, sensory immersion, and human–computer interaction may shape the participants’ flow experience (Pelet et al., 2017).”
Beyond play: cultivating consumer loyalty through compelling flow experiences in video gaming
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“Focused attention and concentration are important dimensions and characteristics of flow (Pelet et al., 2017).”
Massive open online courses learners' continuance intention: shaping a roadmap to micro-credentials
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“Pelet et al, (2017) Findings show that telepresence positively affects five dimensions of flow: enjoyment, concentration, challenge, control, and curiosity.”
BackgroundUsers' In-Game Purchase Intention
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“This perception of realism, coupled with the ability to interact with virtual elements or receive information, enhances trust in the platforms and products being presented (Pelet, Aboubaker Ettis, and Cowart 2017).”
Flowing Through Social Commerce: A Systematic Review and Research Agenda
Ammetller, G., de Luna, I. R., & Soares, R. A. (2025) · International Journal of Consumer Studies · doi:10.1111/ijcs.70148 · Cited by 6
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Personal Brand Equity and Telepresence's Role in Tourism Electronic Commerce Live Streaming
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The Power of Interaction: Fan Growth in Livestreaming E-Commerce
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“They can create immersive and controllable experiences and provide users with instant feedback, which makes them a fertile land for generating flow experience.(61,62) The measurements of the dimensionality of flow have been further theorized since Csikszentmihalyi’s seminal work.”
BackgroundEttis, S. A., Pelet, J., & Zaichkowsky, J. L. (2023) · Review of Managerial Science · doi:10.1007/s11846-023-00712-2 · Cited by 5
“As a pleasurable and joyful experience, flow makes users lose track of time and forget about their surroundings (Mao et al. 2016; Pelet et al. 2017; Ettis 2017).”
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“According to the theory, the degree of immersion and involvement of the customer is a determining factor in the quality of the shopping experience [31, 32].”
Background'Real Worlds Illusion!’ Consumer Response to Metaverse Technology Applying Flow Theory
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“Optimal experience of flow is also achieved through telepresence [16].”
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“For example, while some researchers report a positive effect of presence on flow (Pelet et al., 2017; Zheng et al., 2023), others do not (e.g. Shin, 2019).”
How Is Flow Induced? From the Perspective of Online and Offline Channels
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“Existing findings revealed that flow could promote users’ adoption (Zha et al., 2015), continuous use (Pelet, Ettis, & Cowart, 2017), loyalty (Bilgihan et al., 2015; Choi & Kim, 2004), and satisfaction of IS (Park, Parsons, & Ryu, 2010), and flow can even significantly enhance users’ willingness to…”
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“Previous studies have demonstrated that flow experience is a key predictor of user satisfaction and continued intention to use in various online contexts, such as social network games [28], mobile games [29], and social media [23].”
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“Furthermore, Pelet et al. (2017) stated that fl ow contains four dimensions, namely immersion, perceived control, alternation in time perception, and enjoyment.”
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“For example, people completely lose their grasp of tempo while warping into fictional worlds during an engaging read (Rothbauer & Cedeira Serantes, 2022) or while being absorbed by their personalized social media feeds (Dekker et al., 2025; Pelet et al., 2017).”
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“In this state, people would focus on what they are doing, involve in the activity and feel effortless (Pelet, Ettis, and Cowart 2017).”
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“Telepresence will push a player into a flow state (Pelet et al., 2017).”
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“Recent research suggest that this factor affects users’ flow experience [14].”
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A CONCEPTUAL MODEL PROPOSAL FOR CONSUMERS' FLOW EXPERIENCES IN THE ONLINE INFORMATION SEARCH PROCESS
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Perceived Stress and Social Media Addiction: Mediating Role of Flow Experiences
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“Several flow-related measurements have been investigated, including enjoyment (Kaur et al., 2016), attention (Harris et al., 2017), involvement (Jiang et al., 2010), time distortion (Pelet et al., 2017), and satisfaction (Ali, 2016).”
BackgroundThe Role of User Engagement and Instagram Influencer in a Corporate SNS Account
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“Therefore, arousal is generally considered as a key attribute or important driver of immersive experience (Pelet et al., 2017).”
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“…the world of the game ” (McMahan, 2004); Mastery, a sense of “ win ” and competence derived from gaming (Starks, 2014); Curiosity, a sense of interest and inquisitiveness roused by gaming (Pelet et al., 2017); Autonomy, a sense of freedom and autonomy to play the game as desired (Du et al., 2020).”
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SOSYAL MEDYANIN SİYASİ İLETİŞİMDEKİ ROLÜ
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Psychophysiology of rhythmic stimuli and time experience in virtual reality
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“In social media, the manifestation of flow seems to be influenced by the positive effect of telepresence on enjoyment, concentration, challenge, and curiosity; flow would then influence the presence of time distortions [13].”
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“This experience creates a sense of enjoyment that will make them feeling involved in the flow (Pelet, Ettis, & Cowart, 2017).”
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“According to Pelet et al. (2017), telepresence is a subjective feeling experienced by individuals immersed in a virtual environment.”
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Virtual Travel Experience and Destination Marketing
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“…research predominantly centered on flow within video games (Jin, 2012; Lee et al., 2012), subsequently delving into examining this experience within the broader context of digital media platforms, encompassing the internet, mobile phones, and social media (Khang et al., 2013; Pelet et al., 2017).”
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“Their study showed that SM spaces that provide control over the task at hand and arouse the users, and make the users curious and concentrated, could make these users feel an experience of the flow state and thus, make users engaged in the SM spaces even deeper [44].”
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Zhou, T. (2022) · IGI Global eBooks · doi:10.4018/978-1-6684-6307-9.ch042 · Cited by 1
Chong, S.-E., Ng, S. I., & Basha, N. K. (2023) · NUST Business Review · doi:10.37435/nbr22101001 · Cited by 1
Using browser data to understand desires to spend time online.
McCrosky, J. D., Parry, D. A., Sewall, C. J. R., & Orben, A. C. (2023) · Technology Mind and Behavior · doi:10.1037/tmb0000095 · Cited by 1
Chung, K.-S., & Lee, S. (2023) · Journal of Global Sport Management · doi:10.1080/24704067.2023.2209870 · Cited by 2
“Telepresence’s role, which fully mediates the relationship between sensory stimuli and pleasure, is compatible with the findings from other studies (Cheng et al., 2014; Faiola et al., 2013; Koufaris, 2002; Pelet et al., 2017).”
Instagram, Depression, and Dark Flow - Using Social Media as a Maladaptive Coping Mechanism
(2023) · Journal of Addiction Research · doi:10.33140/jar.07.02.05 · Cited by 1
Beyond Comparing Learning Technologies: Experiencing Flow in Virtual Reality
Mulders, M. (2024) · Cognition and exploratory learning in the digital age · doi:10.1007/978-3-031-54207-7_3 · Cited by 1
Kim, H.-C., & Zhu, Z.-Y. (2020) · Behaviour and Information Technology · doi:10.1080/0144929x.2020.1773926 · Cited by 1
“Prior studies explore both individual and online environmental characteristics in determining the critical factors affecting users’ flow experience (Yim, Cicchirillo, and Drumwright 2012; Gao and Bai 2014; Pelet, Ettis, and Cowart 2017).”
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Jebur, G. T. (2019) · Universiti Sains Malaysia Institutional Repository (Universiti Sains Malaysia)
Metadata
- 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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