① Mihaly Csikszentmihalyi Finding Flow Analysis

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Mihaly Csikszentmihalyi Finding Flow Analysis



Seligman, M. Packed with information in Mihaly Csikszentmihalyi Finding Flow Analysis easy-to-read length, you'll always find something of Mihaly Csikszentmihalyi Finding Flow Analysis in this book. It warns the Mihaly Csikszentmihalyi Finding Flow Analysis to starve when a ruler overtaxes them. Authority control. Flow is an innately Mihaly Csikszentmihalyi Finding Flow Analysis experience; it is known to "produce intense feelings of enjoyment". This study further emphasized Competitive Essay: Dance Is Only A Sport flow is a state of effortless attention.

The 4 Fs of Flow - FLOW by Mihaly Csikszentmihalyi - Core Message

Because of this, the FQ is the ideal measure for estimating the prevalence of flow. However, the FQ has some weaknesses that more recent methods have set out to address. The FQ does not allow for measurement of the intensity of flow during specific activities. This method also does not measure the influence of the ratio of challenge to skill on the flow state. The ESM requires individuals to fill out the experience sampling form ESF at eight randomly chosen time intervals throughout the day.

The purpose of this is to understand subjective experiences by estimating the time intervals that individuals spend in specific states during everyday life. The ESF is made up of 13 categorical items and 29 scaled items. Because these questions are open-ended, the answers need to be coded by researchers. This needs to be done carefully so as to avoid any biases in the statistical analysis. The scaled items are intended to measure the levels of a variety of subjective feelings that the individual may be experiencing. The ESM is more complex than the FQ and contributes to the understanding of how flow plays out in a variety of situations, however the possible biases make it a risky choice.

Some researchers are not satisfied with the methods mentioned above and have set out to create their own scales. Jackson and Eklund created two scales that have been proven to be psychometrically valid and reliable: the flow state scale-2 which measures flow as a state and the dispositional flow scale-2 designed to measure flow as either a general trait or domain-specific trait. The statistical analysis of the individual results from these scales gives a much more complete understanding of flow than the ESM and the FQ. The flow state can be entered while performing any activity, although it is more likely to occur when the task or activity is wholeheartedly engaged for intrinsic purposes. It has been argued that the antecedent factors of flow are interrelated, as a perceived balance between challenges and skills requires that the goals are clear and feedback is effective.

Thus, the coordination of perceived demands and task skills can be identified as the central precondition of flow experience. The graph illustrates another aspect of flow: it is more likely to occur when the activity is a higher-than-average challenge above the center point and the individual has above-average skills to the right of the center point. The further from the center an experience is, the greater the intensity of that state of being, whether it is flow or anxiety or boredom or relaxation.

Several problems of the model have been discussed in literature. Individuals with a low average level of skills and a high average level of challenges or the converse do not necessarily experience a match between skills and challenges when both are above their individual average. Schaffer published a flow condition questionnaire FCQ , to measure each of these seven flow conditions for any given task or activity. Some of the challenges to staying in flow include states of apathy , boredom , and anxiety. The state of apathy is characterized by easy challenges and low skill level requirements, resulting in a general lack of interest in the activity.

Boredom is a slightly different state that occurs when challenges are few, but one's skill level exceeds those challenges causing one to seek higher challenges. A state of anxiety occurs when challenges are high enough to exceed perceived skill level, causing distress and uneasiness. These states in general prevent achieving the balance necessary for flow. If challenges are too great, one can return to the flow state by learning new skills. These traits include curiosity, persistence, low egotism, and a high propensity to perform activities for intrinsic reasons. People with most of these personality traits are said to have an autotelic personality. Being autotelic means having a self-contained activity, without the expectation of future benefit, but simply to be experienced.

There is scant research on the autotelic personality , but results of the few studies that have been conducted suggest that indeed some people are more likely to experience flow than others. One researcher Abuhamdeh, found that people with an autotelic personality have a greater preference for "high-action-opportunity, high-skills situations that stimulate them and encourage growth" compared to those without an autotelic personality.

Experimental evidence shows that a balance between individual skills, and demands of the task compared to boredom and overload only elicits the flow experience in individuals having an internal locus of control [26] or a habitual action orientation. Group flow is notably different from independent flow as it is inherently mutual. Group flow is attainable when the performance unit is a group, such as a team or musical group.

When groups cooperate to agree on goals and patterns, social flow, commonly known as group cohesion, is much more likely to occur. If a group still has not entered flow, a team-level challenge may stimulate the group to harmonize. His work has also informed the measurement of donor momentum by The New Science of Philanthropy. In education , the concept of overlearning plays a role in a student's ability to achieve flow.

Challenging assignments that slightly stretch one's skills lead to flow. The machine is discussed in some detail in Stafford Beer's book "Cybernetics and Management". If the operator is receiving data at too slow a rate, he is likely to become bored and attend to other irrelevant data. If the data given indicates too precisely what responses the operator is required to make, the skill becomes too easy to perform and the operator again tends to become bored. If the data given is too complicated or is given at too great a rate, the operator is unable to deal with it. He is then liable to become discouraged and lose interest in performing or learning the skill.

Ideally, for an operator to perform a skill efficiently, the data presented to him should always be of sufficient complexity to maintain his interest and maintain a competitive situation, but not so complex as to discourage the operator. Similarly these conditions should obtain at each stage of a learning process if it is to be efficient. A tutor teaching one pupil seeks to maintain just these conditions. The research supported observations that students achieved flow experiences more frequently in Montessori settings.

Musicians, especially improvisational soloists , may experience a state of flow while playing their instrument. In a study performed with professional classical pianists who played piano pieces several times to induce a flow state, a significant relationship was found between the flow state of the pianist and the pianist's heart rate, blood pressure, and major facial muscles. As the pianist entered the flow state, heart rate and blood pressure decreased and the major facial muscles relaxed.

This study further emphasized that flow is a state of effortless attention. In spite of the effortless attention and overall relaxation of the body, the performance of the pianist during the flow state improved. Groups of drummers experience a state of flow when they sense a collective energy that drives the beat, something they refer to as getting into the groove or entrainment. Likewise drummers and bass guitarists often describe a state of flow when they are feeling the downbeat together as being in the pocket.

Timothy Gallwey 's influential works on the "inner game" of sports such as golf and tennis described the mental coaching and attitudes required to "get in the zone" and fully internalize mastery of the sport. Roy Palmer suggests that "being in the zone" may also influence movement patterns as better integration of the conscious and subconscious reflex functions improves coordination. Many athletes describe the effortless nature of their performance while achieving personal bests. Suddenly I was nearly two seconds faster than anybody else, including my team mate with the same car. And suddenly I realised that I was no longer driving the car consciously. I was driving it by a kind of instinct, only I was in a different dimension. It was like I was in a tunnel.

Former GP rider Wayne Gardner talking about his victory at the Australian Grand Prix on The Unrideables 2 documentary said: ''During these last five laps I had this sort of above body experience where actually raised up above and I could see myself racing. It was kind of a remote control and it's the weirdest thing I've ever had in my life. In yogic traditions such as Raja Yoga , reference is made to a state of flow [51] in the practice of Samyama , a psychological absorption in the object of meditation. Flow in games and gaming has been linked to the laws of learning as part of the explanation for why learning-games the use of games to introduce material, improve understanding, or increase retention have the potential to be effective.

The condition of feedback, required for flow, is associated with the feedback aspects of the law of exercise. This is exhibited in well designed games, in particular, where players perform at the edge of their competency as they are guided by clear goals and feedback. The intense experiences of being in a state of flow are directly associated with the law of intensity. Thus, the experience of gaming can be so engaging and motivating as it meets many of the laws of learning, which are inextricably connected to creating flow. In games often much can be achieved thematically through an imbalance between challenge level and skill level.

Horror games often keep challenges significantly above the player's level of competency in order to foster a continuous feeling of anxiety. Conversely, so called "relaxation games" keep the level of challenges significantly below the player's competency level, in order to achieve an opposite effect. It improves performance; calling the phenomenon "TV trance", a BYTE article discussed how "the best seem to enter a trance where they play but don't pay attention to the details of the game".

As such, game designers strive to integrate flow principles into their projects. A simplified modification to flow has been combined with the technology acceptance model TAM to help guide the design of and explain the adoption of intrinsically motivated computer systems. Typically, models simplistically represent "intrinsic motivations" by mere perceived enjoyed. Instead, HMSAM uses the more complex, rich construct of CA, which includes joy, control, curiosity, focused immersion, and temporal dissociation.

CA is construct that is grounded in the seminal flow literature, yet CA has traditionally been used as a static construct, as if all five of its subconstructs occur at the same time—in direct contradiction to the flow literature. Thus, part of HMSAM's contribution is to return CA closer to its flow roots by re-ordering these CA subconstructs into more natural process-variance order as predicted by flow. Empirical data collection along with mediation tests further support this modeling approach. Developers of computer software reference getting into a flow state as "wired in", or sometimes as The Zone , [60] [61] hack mode , [62] or operating on software time [63] when developing in an undistracted state.

Stock market operators often use the term "in the pipe" to describe the psychological state of flow when trading during high volume days and market corrections. Professional poker players use the term "playing the A-game" when referring to the state of highest concentration and strategical awareness, while pool players often call the state being in "dead stroke". Conditions of flow, defined as a state in which challenges and skills are equally matched, play an extremely important role in the workplace. Because flow is associated with achievement, its development could have concrete implications in increasing workplace satisfaction and accomplishment.

Applying these methods in the workplace can improve morale by fostering a sense of greater happiness and accomplishment, which may be correlated with increased performance. Some consultants suggest that the experience sampling form EMS method be used for individuals and teams in the workplace in order to identify how time is currently being spent, and where focus should be redirected to in order to increase flow experiences.

People flourish as their achievements grow and with that comes development of increasing "emotional, cognitive, and social complexity. An increasingly popular way of promoting greater flow in the workplace is using the " serious play " facilitation methods. Some commercial organisations have used the concept of flow in building corporate branding and identity, for example, The Floow Limited, which created its company brand from the concept. There are, however, barriers to achieving flow in the workplace.

He explains that while some tasks at work may fit into a larger, organization plan, the individual worker may not see where their individual task fits it. Second, limited feedback about one's work can reduce motivation and leaves the employee unaware of whether or not they did a good job. When there is little communication of feedback, an employee may not be assigned tasks that challenge them or seem important, which could potentially prevent an opportunity for flow. In the study "Predicting flow at work: Investigating the activities and job characteristics that predict flow states at work", Karina Nielsen and Bryan Cleal used a 9-item flow scale to examine predictors of flow at two levels: activity level such as brainstorming, problem solving, and evaluation and at a more stable level such as role clarity, influence, and cognitive demands.

They found that activities such as planning, problem solving, and evaluation predicted transient flow states, but that more stable job characteristics were not found to predict flow at work. This study can help us identify which task at work can be cultivated and emphasized in order to help employees experience flow on the job. She writes, "Flow isn't just valuable to individuals; it also contributes to organizational goals.

So finding ways to increase the frequency of flow experiences can be one way for people to work together to increase the effectiveness of their workplaces. Flow experiences are predicted to lead to positive affect as well as to better performance. However, further empirical evidence is required to substantiate these preliminary indications, as flow researchers continue to explore the problem of how to directly investigate causal consequences of flow experiences using modern scientific instrumentation to observe the neuro-physiological correlates of the flow state. Flow is an innately positive experience; it is known to "produce intense feelings of enjoyment". Several studies found that flow experiences and positive affect go hand in hand, [29] [72] and that challenges and skills above the individual's average foster positive affect.

Flow experiences imply a growth principle. When one is in a flow state, they are working to master the activity at hand. To maintain that flow state, one must seek increasingly greater challenges. Attempting these new, difficult challenges stretches one's skills. One emerges from such a flow experience with a bit of personal growth and great "feelings of competence and efficacy". Flow has a documented correlation with high performance in the fields of artistic and scientific creativity, [77] [78] teaching, [79] learning, [80] and sports; [81] [82]. Flow has been linked to persistence and achievement in activities while also helping to lower anxiety during various activities and raise self-esteem.

However, evidence regarding better performance in flow situations is mixed. That is, flow experiences may foster better performance but, on the other hand, good performance makes flow experiences more likely. Results of a longitudinal study in the academic context indicate that the causal effect of flow on performance is only of small magnitude and the strong relationship between the two is driven by an effect of performance on flow. The flow experience, like everything else, is not "good" in an absolute sense. It is good only in that it has the potential to make life more rich, intense, and meaningful; it is good because it increases the strengths and complexity of the self.

But whether the consequence of any particular instance of flow is good in a larger sense needs to be discussed and evaluated in terms of more inclusive social criteria. Cowley et. Furthermore, that aspect of flow is prone to change, so the self-reported experience of flow cannot be trusted as much. Cameron et al. Proposed a research program that focuses on how group flow is different from individual flow, and how group flow affects group performance. These ideas will address some of the issues in group flow research such as poor data collection and interpretation. Furthermore, there should be longitudinal studies done in various fields to understand the ethical implications of flow in sales.

From their study, Chen et al. Linden et. Al Suggest that a neuroscientific model of flow would lead to new research questions that would guide future discoveries, experiments, and less obvious questions. Thissen et al. New Economics Foundation. Journal of Personality and Social Psychology 36 8 : — Journal of Health Economics 26 1 : Harvard Gazette , Frey — Alois Stutzer: Happiness and Economics. Princeton University Press. In Pursuit of Happiness Research. Is It Reliable? What Does It Imply for Policy? The Cato Institute. April 11, Boston Globe. The Cato institute. Stanford Encyclopedia of Philosophy. Journal of Clinical Psychology 65 5 : —, particularly , , , BMC Public Health 13 Cohn ja Barbara L.

Fredrickson: In search of durable positive psychology interventions: Predictors and consequences of long-term positive behavior change. J Posit Psychol. Wikimedia Commonsissa on kuvia tai muita tiedostoja aiheesta Onnellisuus.

Categories : Attention Educational psychology Interest psychology Positive psychology Problem solving. The Importance Of Friendship In The Epic Of Gilgamesh of Abnormal Psychology. See also: Character education and Mihaly Csikszentmihalyi Finding Flow Analysis education. Mihaly Csikszentmihalyi Finding Flow Analysis Publishers. Dutton, and Robert E.

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