[H.sub.6]: Self-reactive outcome expectations will be positively
related to deficient self-regulation of video game consumption.
Social Cognitive Perspective of Flow Experience
Flow is a concept that has been proposed to explain enjoyable
experiences that can be produced from one's immersive engagement in
everyday activities. Defined as "the holistic sensation that people
feel when they act with total involvement" (Csikszentmihalyi, 1975,
p. 36), flow is described as a psychological state in which an
individual experiences a feeling of transcendence, or oneness, with
one's activity so that nothing else seems to matter
(Csikszentmihalyi, 1990). When people are in the flow state, they are so
intensely focused on their present activity that they lose reflective
self-consciousness, feel in control of their environment, sense merging
of their actions and awareness, experience temporal distortion, and are
intrinsically rewarded by the activity they are engaged in
(Csikszentmihalyi, 1975). In this process, they continue to seek more
complex challenges and perfect their skills during their course of
action and, thus, their awareness and motivation of the performance
become their activity, which eventually becomes an end in and of itself
(Csikszentmihalyi, 1988). Flow has been applied to understanding media
consumption behavior in a variety of interactive media environments
(Ghani & Deshpande, 1994; Hoffman & Novak, 1996; Koufaris, 2002;
Novak & Hoffman, 1997; Trevino & Webster, 1992; Webster,
Trevino, & Ryan, 1993).
It has been suggested that flow experience instigates media users
to participate in media consumption repeatedly and excessively. Hoffman
and Novak (1996, p. 57) argued "flow is 'the glue'
holding people" in highly interactive mediated communication. In a
subsequent study, Novak and Hoffman (1997) applied the concept of flow
to Internet usage and found that users' flow experience was
significantly related to the frequency and duration of Web site visits,
promoting "stickiness" to their media consumption behavior.
Flow experience, often characterized as concentration and intrinsic
enjoyment, has been found to predict media usage (Ghani & Deshpande,
1994). Focused concentration positively influenced the overall
experience of computer users (Novak & Hoffman, 1997) and their
intentions to use a system repeatedly (Webster et al., 1993).
The relationship between flow experience and media usage can be
explained in social cognitive terms as well. Flow experiences provide
enjoyable activity incentives (cf. Bandura, 1986) that motivate media
consumption, video game usage in the present instance. For example,
either by directly experiencing pleasurable flow states while playing
video games themselves (enactive learning in social cognitive terms) or
by observing the flow states of others (vicarious learning) video game
players expect that the same enjoyable, immersive feelings of
"oneness" will be visited upon them the next time they play a
game. Further, video game players seek to fulfill their self-reactive
outcome incentives to regulate their psychological states through their
flow experiences. This assumption is consistent with Sherry's
(2004) idea that flow experience offers an opportunity to seek out
emotional pleasure, such as an escape to a fantasy, by both arousing and
relaxing media users.
Once the relationship between media usage and enjoyable
activity/self-reactive outcome incentives is well established through
repeated flow experiences over time, media consumers may gradually cease
to actively consider media consumption decisions. As a result, the
enjoyable activity incentive should directly cause repeated media
consumption that will lead to habit formation. Thus, flow experience
should be directly related to habit strength.
Individuals also lose reflective self-consciousness by applying
intense self-reactive incentives to their media behaviors through video
game-induced flow experiences. As individuals experience the flow
states, their self-regulation becomes deficient and the self-regulatory
functions of judgmental process and self-reactive influence cease to
moderate their gaming behavior. They thus become engaged/immersed in
media consumption much longer than originally planned because two
important mechanisms of self-regulation are temporarily disengaged. The
third subfunction of self-regulation, self-observation of behavior,
would seem to be also fully immobilized perhaps accounting for the
intensity of concentration and "oneness" of the flow
experience that temporarily blocks judgmental process and self-reactive
influence as well as awareness of the passage of time. Consequently,
garners may therefore fall into a pattern of mounting game consumption
and resort to the enjoyment of the flow experience to dissipate the
negative mood that follows from the harmful life consequences (e.g.,
flunking out of college) that are linked to excessive usage. Thus, the
following hypotheses are formally stated:
[H.sub.7]: Flow experience will be positively related to video game
habit strength.
[H.sub.8]: Flow experience will be positively related to deficient
self-regulation of video game consumption.
[H.sub.9]: Flow experience will be positively related to
self-reactive outcome expectations.
[H.sub.10]: Flow experience will be positively related to video
game usage.
The flow state is attained only when the level of congruence
between skill and challenge is above a certain threshold. As Ellis,
Voelkl, and Morris (1994, p. 338) put it, "flow results from
experience contexts characterized by a match between challenge and
skills only when both challenges and skills exceed the level that is
typical for the day to day experiences of the individual." Unless
the match reaches the "above-threshold" point, a person is not
motivated to become involved in the given activity, even if the
person's perceived skill and challenge are matched. If the match
lies below a person's typical level, then the person is likely to
be in a state of apathy (Csikszentmihalyi & Csikszentmihalyi, 1988).
Consequently, the best moment for the flow experience is realized when
one is intrinsically motivated to strive to achieve something active,
difficult, and worthwhile, not something passive, receptive, or relaxing
(Csikszentimihaly, 1990). Thus, only the optimal balance activates
intrinsic interests that require further concentration and involvement
to gratify individuals' internal goals for their activity. Because
video games are a highly active medium, requiring intense concentration
and physical activity (Dominick, 1984), as well as concrete goals, clear
feedback, and rich visual and aural information (Sherry, 2004), video
game play will continue only if the game players' effortful
involvement optimally matches the demanding levels of the contents of
the game. In this sense, the flow state should be understood as a
consequence of an optimal balance rather than a simple match between
skill and challenge in a given situation.
The balance of skill and challenge is encapsulated succinctly in
the social cognitive construct of self-efficacy, defined as
"beliefs in one's capabilities to organize and execute the
courses of action required to produce given attainments" (Bandura,
1997, p. 3). Thus, perceived skill may be equated with self-efficacy
(see Koufaris, 2002). Based on this reasoning, the following hypothesis
is stated:
[H.sub.11]: Those with high self-efficacy and high challenge will
be more likely to experience flow experience than all others with high
self-efficacy and low challenge, with low self-efficacy and high
challenge, and with low self-efficacy and low challenge.
In an attempt to test the direct and indirect relationships as
hypothesized above, this study proposed a structural model (See Figure
1) that integrates the underlying mechanisms of Bandura's (1991)
social cognitive theory of self-regulation and Csikszentmihalyi's
(1975)theory of flow experience. In the proposed model, video game use
was directly and indirectly affected by self-reactive outcome
expectations, habit strength, deficient self-regulation, flow
experience, and optimal balance between perceived self-efficacy and
perceived challenge.
[FIGURE 1 OMITTED]
Research Method
Respondents and Procedures
College students are an important population in studying video game
consumption behavior because they are not only the first generation of
home-console video game players (e.g., Nintendo/Super Nintendo, Sega
Genesis, Sony PlayStation, etc.) (Lucas & Sherry, 2004), but also
still enthusiastic gamers today. According to a Pew Internet &
American Life Project survey (2) (Jones et al., 2003), video games have
become a part of college life: nearly every college students had played
a video game (e.g., console, computer, online games, etc.) at some point
in their lives and about two out of three still play as a regular or
occasional game player in many accommodating settings of campus, such as
computer labs and dormitories. The same survey also reported that close
to half of the population agreed that gaming keeps them from studying
"some" or "a lot." Known to be more susceptible to
depression than other populations (Rich & Scovel, 1987), college
students themselves tend to have some characteristics that can provoke
particular risk to obtain excessive video game habits, which may often
stem from their tendency for unregulated "online" usage as
well as compulsive buying behavior (LaRose & Eastin, 2002). As such,
college students' video gaming is likely to tell much about
underlying socio-cognitive mechanisms of video game consumption
behavior.
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