Les chemins d’accès à l’expérience de flow: le cas des jeux vidéo
Linda Hamdi-Kidar () and
Laurent Maubisson ()
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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
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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.
Keywords: Flow; immersion; jeux-vidéo; compeling (search for similar items in EconPapers)
Date: 2012
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Published in Revue management & avenir, 2012, 58 (8), pp.120-143
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Persistent link: https://EconPapers.repec.org/RePEc:hal:journl:hal-01559763
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