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Flow Theory
Flow theory, as suggested by Mihaly Csikszentmihalyi, posits that people feel happiest when they are in a state of flow. People experience flow in their everyday lives, professional performances, leisure activities, and entertainment media consumption. Flow has been one of the most prominent concepts of positive psychology. The concept has been examined over the past decade across various disciplines, including psychology, marketing, communication, education, organizational science, and cognitive neuroscience. This entry provides a definition of flow and the key characteristics of a flow state as well as a discussion about the theoretical and practical relevance of the flow construct to psychology of media violence. The entry concludes with a discussion about individual difference factors that moderate the effects of violent media enjoyment on flow.
Definition and Attributes
Flow is defined as an autotelic and intrinsically motivating experience. It is characterized by (a) focused attention to an activity with an accomplishable goal and interactive feedback; (b) loss of self-consciousness; (c) intrinsic reward, interest, and curiosity; (d) temporal distortion; and (e) optimal balance between the difficulty of the task and the skill of the performer or media user. Focused attention refers to intense concentration on or immersion in what an individual is doing at the present moment. Loss of self-consciousness means losing awareness of oneself when engaged in absorbing activities. This concept is relevant to feelings of self-presence, referring to a psychological state in which the boundary between the actual self and the virtual or mediated self is blurred. Intrinsic reward refers to inherently pleasurable and motivating activity for its own sake. Temporal distortion means losing track of time while engaging in a certain activity. For example, movie watchers and video game players often have a sense that time has passed more quickly than usual. Optimal balance between challenge and skill, referring to a match between the difficulty level of a certain task or activity and the cognitive ability or skill level of an individual, is an integral condition for experiencing a flow state. Too-easy tasks result in boredom, whereas too-challenging tasks result in frustration, thus hampering the realization of flow.
Flow and Media Enjoyment
Communication scholar John Sherry (2004) has argued that enjoyment of media results from a flow experience that is realized when there is a balance between media message contents and a user’s ability to interpret that message. Driven by the neurophysiological perspective (NPP), communication scholars Rene Weber, Ron Tamborini, Amber Westcott-Baker, and Benjamin Kantor (2009) have theorized flow and media enjoyment as cognitive synchronization of attentional and reward networks. Media scholar Seung-A Annie Jin (2012) argued that physical presence, spatial presence (telepresence), and self-presence are important mediators that link the paths between antecedents to and consequences of flow in entertainment media. She also provided empirical evidence supporting the theoretical proposition that the fit between skill and challenge is a necessary condition for the emergence of flow across various video game genres.
Flow and Enjoyment of Violent Media
People enjoy violent media content in print media like books and in motion pictures like animations, television programs, and movies. Violent media depict characters being attacked or physically injured by others. Violence in media is enjoyable because it offers pleasurable gratifications. Research has suggested that people like violent films because they feature destruction or provide thrills, excitement, and unpredictability. Media psychologists Cynthia Hoffner and Kenneth Levine (2005) have claimed that it is possible that some violent content in media that produce negative emotions elicit interest or enjoyment.
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- General Aggression
- Aggression and Affect
- Aggression and Anger
- Aggression and Attachment
- Aggression and Brain Functioning
- Aggression and Culture
- Aggression in Youth
- Aggression, Definition and Assessment of
- Aggression, Risk Factors for
- Aggressive Behavior
- Aggressive Personality
- Bullying, Definition and Laws of
- Cognition: Schemas and Scripts
- Cognitive Psychology of Violence
- Cognitive Script Theory and the Dynamics of Cognitive Scripting
- Cyberbullying, Definition and Effects of
- Gender and Aggression
- Genetics of Aggressive Behavior
- Group Aggression
- Memory and Violence
- Priming Theory
- Psychobiology of Violence
- Psychopathology and Susceptibility to Violence
- Reasons for Consuming Violent Entertainment
- Relational Aggression
- Trait Aggression
- Media Content
- Grand Theft Auto
- Advertising, Violent Content in
- Arousal and Aggressive Content, Theory and Psychology of
- Character Development Within Violent Content
- Competition, Sports, and Video Games
- Cultivating Content and Social Representation of Violence
- Cyberbullying, Violent Content in
- Drench Hypothesis
- Fantasy Genre, Violence and Aggression in
- Films, Representation of Violence and Its Effects in
- Media Violence, Definitions and Context of
- Music Videos and Lyrics, Violent Content in
- National Television Violence Study
- Pornography, Violent Content in
- Realism of Violence Content, Real-World Violence on Television, and Their Effects
- Sexualized Aggression
- Sports, Violence and Aggression in
- Stereotyping in Violent Media Content
- Television Violence
- Violence, Definition of
- Violent Artistic Expression
- Virtual Reality, Violent Content in
- Media Effects
- Attitude, Effects of Media Violence on
- Audience Interpretation of Media Violence, Effects of
- Bobo Doll Studies
- Comedic Violence, Effects of
- Demographic Effects
- Desensitization Effects on Society
- Developmental Effects
- Effect Size in Media Violence, Research and Effects of
- Effects From Violent Content, Short- and Long-Term
- Effects of Media Violence on Relational Aggression
- Emergent Public Health Issue: Effects of Violence
- Ethical Development, Effects on
- Ethical Issues in Researching Media Violence Effects
- Fear Reactions to Violent Content
- First-Person Perspective, Violent Content From
- Gender, Effects of Violent Content on
- General Aggression Model
- Identity, Media Violence and Its Effects on
- Interactive Media, Aggressive Outcomes of
- Internet Content, Effects of Violent
- Media Effects Perspectives of Violence
- Media Rating Systems
- Moral Development, Effects of Media Violence on
- Narrative, Effects of Violent
- News, the Presentation and Effects of Violent Content in
- Parasocial Relationships
- Pediatricians and Media Violence
- Peer Influence on Violent Content Effects
- Pornography, Violent Content in: Effects of
- Rap Lyrics, Effects of Violent Content in
- Rape Perceptions
- Screen Size and Violent Content, Effects of
- Sex in Media, Effects on Society
- Situational Influences on Aggressive Reactions to Media Violence
- Social Isolation
- Socialization of Violence in Media and Its Effects
- User Involvement in Violent Content, Effects of
- User Trends Toward Aggressive Games
- Uses and Gratifications Perspective of Media Effects
- Video Game Platforms, Effects of
- Video Games, User Motivation
- Violence in Media, Effects on Aggression and Violent Crime
- Virtual Reality, Effects of Violent Content in
- Weapons in Violent Media Content: Use, Policy, and Effects
- Media Policy
- Advertising Laws Regarding Violent and Aggressive Content
- Bullying, Definition and Laws of
- Censorship of Violent Content
- Cyberbullying Laws
- Federal Communications Commission
- First Amendment Protections and Freedom of Expression
- International Perspective on Media Violence
- Internet Blocking
- Internet Violence Laws
- Legislating Media Violence: Law and Policy
- Marketing of Violence
- Media Education and Media Literacy
- Rating Systems, Film
- Rating Systems, Television
- Rating Systems, Video Games
- Regulating Systems, Internet
- Video Game Industry, Regulation Within the
- Research Process
- Society and Media
- Grand Theft Auto, Social Representations in
- Advertising, Influence on Society
- African Americans in Media, Character Depictions and Social Representation of
- Asians in Media, Character Depictions and Social Representation of
- Cross-Cultural Perspectives
- Cultivating Content and Social Representation of Violence
- Cultural Voyeurism
- Culture of Violence
- Effect Size in Media Violence, Research and Effects of
- Exposure to Violent Content, Effects on Child Development
- Gender Stereotypes, Societal Influence on
- Internet Violence, Influence on Society
- Latinos in Media, Character Depictions and Social Representation of
- Media as a Reflection of Society
- Race-Based Attributes in Video Games, Influence on Hostility
- Social Learning From Media
- Theories of Media Influence
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