This study uses flow theory and the technology acceptance model (TAM) to provide new insight into the impact of enjoyment, one important dimension of flow, on user satisfaction, user beliefs, and behavioral intention to use. In addition, based on the propositions that knowledge results in an increased ability for activity and that flow is an emotional state of activity, this paper adopts a process view of knowledge to examine the role of knowledge in predicting enjoyment. The foregoing concepts are represented in a nomological network of enjoyment. Associated hypotheses are tested by using questionnaire responses of 253 online game players.
Holsapple, Clyde W. and Wu, Jiming
"Antecedents and Outcomes of the Flow Experience: An Empirical Study in the Context of Online Gaming,"
Journal of International Technology and Information Management: Vol. 17
, Article 8.
Available at: http://scholarworks.lib.csusb.edu/jitim/vol17/iss3/8