<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Flow Experience Related Perspectives of Digital Persuasion</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Moscow Lomonosov State University</institution>
          ,
          <addr-line>11 Mokhovaya St., Moscow 125009</addr-line>
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>UserLytics Corp.</institution>
          ,
          <addr-line>94404 Foster City, California</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Corp.</institution>
          ,
          <addr-line>8/1 Nauchny Proezd, Moscow 117246</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Characteristics of digital influence as a result of the use of specially organized computer programs and online facilities are discussed. Since the results of this influence may be regarded as an endeavor to provoke a sort of a digital persuasion, the analysis turns to the patterns of captology (CAPTology means an acronym: Computers As Persuasive Technologies) introduced by B.J. Fogg. Obvious psychological mediators are proposed, including overt ones (aka attractors), and latent ones (aka latent mediators). The selected patterns give rise to attempts aimed at reinterpretation of empirical studies performed by the authors during the last two decades. Thorough motivational research aimed at investigation of psychological impacts through overt and latent mediation has been done within communities of online video gamers and hackers who appeared to participate in the studies during the specified period. Through reinterpretation, both attractors and latent mediators have been presented as motivational patterns for the research participants to go on with the selected activities, i.e. gaming or hacking. Attractors are shown to be interactive motivation, while a latent mediator has been shown to be flow experience. While attractors and mediators can be possibly presented as being the opposites, they have been shown to impact the study participants uniformly.</p>
      </abstract>
      <kwd-group>
        <kwd>persuasion</kwd>
        <kwd>captology</kwd>
        <kwd>flow experience</kwd>
        <kwd>attractors</kwd>
        <kwd>latent mediator</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Psychology of persuasion is a growing field of studies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Persuasion may be verbal
and visual, overt and latent, direct and mediated by signs and/or instruments for
distant communication. Patterns of mediation are of primary interest since the modern
world – the world of the wide web – is overwhelmed with mediation facilities. The
most important are online media and computer network facilities based on digital
transactions. To be successful in changing people's attitudes or behaviors the software
programs need to be interactive. Needless to say, interactions form a milestone in the
use of digital technologies. Human beings may be unaware of any persuasive,
deceptive, coercive or cheating features inherent of visiting various web-sites or the use of
      </p>
      <p>Copyright ©2020 for this paper by its authors.</p>
      <p>
        Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
numerous computers and gadgets such as smartphones, i-pads, readers or smart
watches [
        <xref ref-type="bibr" rid="ref2 ref3 ref4">2–4</xref>
        ], as well as designing software pieces such as e-agents and playing an
online or mobile game [5; 6].
      </p>
      <p>
        The persuasive role of extensively used software has been emphasized by B.J.
Fogg who first coined the term “CAPTology” from an acronym: Computers As
Persuasive Technologies and then in 2003 published a book “Using Computers to
Change What We Think and Do” [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. This concept has got diverse marks: both
positive [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] as well as critical – the latter mainly because of being eclectic and rather far
from the rules and habits, acknowledged by generations of scholars, of introducing
new terminology [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. At any case, the captology related ideas and the practice are
worthy to discuss and to learn more about their usefulness.
      </p>
      <p>
        Digital technologies are persuasive, since they promote changes in human behavior
and/or attitudes in numerous ways, taken as (1) tools, (2) medium or (3) social actors:
see more on this ‘functional triad’ at B.J. Fogg [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Fogg analyzes various changes
and describes persuasion as a change in people's attitudes and behaviors: namely, a
change realized without application of rude methods such as for example deception or
coercion. It is important to note that such a change is due to human-computer
interactions, not due to computer-mediated communication. Also, following Fogg’s
captology, genuinely persuasive intents are endogenously built-in, i.e. they are not
exogenous. That means, persuasion needs to be planned: any side effects, even serious ones,
are believed to be outside the captology field. Successful persuasion and
corresponding changes in attitudes and/or behavior might differ. Even minor changes, facilitated
by processes of human-computer interaction, show a way for more or less dramatic
changes of behavior or attitudes.
      </p>
      <p>B.J.Fogg suggested a term “Captology” and offered a new way of using modern
technologies for improving users’ lives almost 20 years now. By offering a
specialized interaction or content users could change their habits, learn new skills and
improve their lives significantly. Following Fogg’s idea, persuasive intents are
endogenously built-in, i.e. they are not exogenous. That means, persuasion needs to be
planned: any side effects, even serious ones, are believed to be outside the captology
field. Since that time, a lot of work has been done in terms of offering users
specialized/personalized content, whicht could impact their life. But the intent behind this
personalization process was driven mostly by advertising efforts.
1</p>
    </sec>
    <sec id="sec-2">
      <title>Captology and social media</title>
      <p>Even though not planned or predicted by B.J.Fogg, some of the mechanisms of
captology were quickly developed and used widely by advertisers. These days users of
search engines are getting information and ads based on their previous searches,
recent websites used, information from their social networks profiles, keywords from
their recent phone calls. Social media users are dealing with armies of paid bloggers
and users, promoting this or that product or lifestyle and present themselves as
ordinary peer users. Such an attack on users was not planned by researchers, but was used
and abused by businesses and search engines creators and made its impact on overall
perception of online interaction, especially in information search/exchange.</p>
      <p>After noticing such taсtics, even not very advanced users take precautions when
doing their research online (use anonymizers when browsing, mistype certain words
in their own posts in order to hide them, turn off their phones while having serious
conversations, create closed social network groups and seriously check social profile
of any newcomers). Thus, even when there is no real captology process in work, some
of its side effects are already quite widespread. The era of invisible and gentle
persuasion became dead even before it started its’ life.</p>
      <p>Following Fogg’s idea, persuasion may happen not only in form of convincing
users, but also by training the habits a person acquires by using digital technologies
daily. While some processes referring to captology are already working, their
efficiency or usefulness are partly in question. Some of the examples could lie in the field
of gadgets use: new phones, smart-watches, as well as the ways of using them have
been pretty well and quite fast accepted and learned by public. Other examples lie in
the field of using the new technology of smartphone applications, or social networks.</p>
      <p>
        Talking about the ways people communicate nowadays and use social
media/networks, it is important to step back and look through the changes new
technology brought to us during the past years. New-born email communication was becoming
widespread in 1990-ies: snail-mail communication has lost its popularity by that time:
communication through an exchange of thoroughly written and thought-through
letters was slowly fading. An opportunity to write an email and send it quickly to any
part of the world brought written communication skills back. Meanwhile, an imitation
bias has been introduced: the more an interaction pattern would be able to reproduce
face-to-face interaction features, the better it would be [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Thus, parallel to technical
advances in communication mediums, the users kept reducing their habits of writing
down their thoughts and expressing their feelings in writing. Thus, the pendulum
swung back: modern technologies offer better and faster, compared to an exchange of
written messages, ways of communication, namely, sending/receiving
audiomessages, videos, or photos. So sound chats and photos, mediating the exchange of
expressions and impressions, took the place of textual communication [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. As
Snapchat and Instagram are replacing social communication platforms, the amount of
thorough verbal descriptions appears to be radically reducing, being replaced by
images, selfies, and videos.
      </p>
      <p>
        The opposite mechanism of a “negative” captology process is represented by a
socalled “Facebook depression”. While researchers are still arguing whether Facebook
tends to make users depressed, many of them complain that processes of constantly
browsing highly positive posts from online friends and endless vacation pictures
makes some of them feel bad [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Another change worth mentioning is presented by a new communication etiquette:
if 20 years ago people used phone communication without any planning, just politely
asking respondents if they have time to talk, nowadays users have to plan any way of
face-to-face communication, which demands both sides to be present in the
conversation, be it a simple phone call or video-conference. It doesn’t sound appropriate for
modern teenagers (and sometimes adults) to “just call”. Sh. Turkle discusses the new
etiquette of teenagers: their main way of communication is texting and it is considered
impolite to knock at the door; to ask a person to come out you need to text first, even
if you are just 15 feet away [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. At the same time, asynchronous communication
became very widespread - it is ok to start communication with a stranger, using
various types of messengers or even texting.
      </p>
      <p>
        Research of teens’ communication culture shows that visual – photo – component
is taking over the verbal communication. Such effects lead to increased depression
rates. It is well known how important is appearance in adolescence; the increased use
of selfies often facilitates critical thoughts and concern referring to their face and/or
shape. At the same time, video communication is becoming acceptable by families as
a way of communication between family members who have to live and work in
remote areas [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>The search of mediators for persuasion</title>
      <p>Persuasion operates through psychological mechanisms – cognitive, motivational,
affective, attitudinal, subliminal, etc. Impacts may possibly take the form of new
mental links and particularly of psychological transformations which are important in
modifying the operation of psychological mechanisms which mediate goal setting,
decision making, assessment and acquisition of stereotypes, re-patterning of
knowledge structures, etc. Persuasive digital technologies impact and transform
mental processing: psychologists are aware that any digital element such as a computer
“serves as a new tool for mental activity and thereby transforms thought” [15; p. 379].
Transformation means that new psychological plans and strategies, and/or goal setting
and decision making procedures, as well as updated learning and working skills, etc.
emerge, and possibly substitute mental mechanisms which were formed earlier, since
the latter ones often turn out to be less effective than the new transformations, or
newly-transformed ones.</p>
      <p>
        Digital persuasion is a sort of an “overt” – that means, easily observed and
anticipated level of behavioral/attitudinal changes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. There are many reasons to
differentiate additionally latent behavioral/attitudinal changes – these are often fundamental
in their impact and may result in both immediate and postponed outcomes. Latent
changes may refer to subsequent forms of behavior, not to the actual ones. Also, from
an acting human being’s and/or observer’s perspectives, changes may be productive
or counter-productive dependent on assessments of outcomes; these assessments may
often be alternative. Though the changes may be minor ones, the result in
restructuring (transformation) of mental content may be serious enough [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. A good example
of a major transformation was described by Sh. Turkle [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] in her very first book on
psychology of handling digital technologies in early youth: upon having contacts with
computers, younger children come to a conclusion that these are “sort of alive” (i.e.,
intermediate between “alive” and “non-alive”), and this idea has not been registered
earlier in Piaget’s [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] studies of children’s concepts.
      </p>
      <p>
        Thus, computer-mediated persuasion is dependent on certain mediators whose
function is to give rise to various changes of behavior and/or attitudes. When the
changes are the ones that have been overtly anticipated – the case, which is
thoroughly investigated in the Fogg’s book [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] – the mediators of this type might be called
attractors. The mediators which stimulate postponed forms of behavior we will call
latent mediators; it is reasonable to differentiate them from overt mediators, or
attractors, leading to anticipated forms of behavior/attitudes change. Both types of
mediators may be selective in the effects they cause. Indeed, while although practically all
the digital technologies are persuasive, the impacts are often selective.
      </p>
      <p>Selective persuasiveness gives a cue that some fundamental psychological
mechanisms cause and give rise to possible latent behavioral/attitudinal changes. Another
important point is that it may happen that an important attractor which results in overt
behavioral/attitudinal changes, is not the exclusive mediator: other mediator(s) may
cause latent changes which are to take place in the future. Mediators leading to latent
changes may be latent indeed, i.e. cannot be easily traced through possible
behavioral/attitudinal changes.</p>
      <p>To analyze in more details processes of overt persuasion causing various selective
changes in behavior and/or attitudes, as well as inherent latent mediators, we
reinterpret in this paper the previously published empirical studies. These studies refer to
motivations of the members of new communities which came into being with the
advance of the digital communities such as communities of computer hackers and
online gamers. In these studies different types of motivation are presented as a
psychological mechanism playing the role of a persuasive mediator.
3</p>
    </sec>
    <sec id="sec-4">
      <title>Digital interaction as an attractor</title>
      <p>
        As it was mentioned above, several online studies of hackers’ behavior have been
done in early 2000s. At first, it was supposed that cognitive motivation – the one the
hackers themselves always name as an explanation of their activity – is not the sole
motivator. Based on the results of the content-analysis study of 279 self-presentations
posted by hackers at the web-site www.kuro5hin.org in 2000, it was supposed that
interactive motivation is no less important for hackers than curiosity – a personality
trait which definitely refers to cognitive, or informative motivation [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Indeed, 59 %
of postings contained some (often weak) form of a sender’s willingness to start
interaction. Social forms of motivation were less impressively stated by hackers, compared
to the cognitive motivation, but the analysis showed that social motivation was an
important attractor for the hackers [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        This finding was important for the study in which examples of both cognitive and
social forms of motivation were formulated and presented to hackers. Indeed, the
results of the factorial study show that the supposed social motivation is connected to
the cognitive motivation [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
3.1
      </p>
      <sec id="sec-4-1">
        <title>Cognitive and social types of hackers’ motivations</title>
        <p>
          In the empirical research of hackers’ motivation the methodology based on the
semantic differential technique [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] was used. The main purpose of the study was to
reveal the hackers’ verbal replies concerning their motivations, based on evidences
expressed by a large sample of hackers. Thus, it was intended to put specially
organized questions to a large sample of self-selected hackers.
        </p>
        <p>
          The underlying idea was to identify the most meaningful categories, constituting
the “semantic space” of personal constructs which people use to categorize any input
information. The technique goes back to Osgood’s et al. [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] method of semantic
differential and to Kelly’s personal constructs theory [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. The resulting multiple
identification technique has been worked out. It was used previously, for example,
in the study of university students’ motivations [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] and in mass political psychology
studies [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>The multiple identification technique allows the scholars to identify the semantic
space of participants’ motivations, based on their matching of possible motivations to
possible actions. During the research procedure the participants have to estimate the
probability that a certain motivation could really motivate a certain hackers’ action.
These estimations give a chance to uncover the actual categories through which a
person or a group perceives and evaluates incoming information units; also, to find
out which categories are the basic ones, the most important and fundamental for a
person or a group, including a large group. The methodology was adapted to the
hackers’ audience: specific types of actions and motivations were selected.</p>
        <p>
          The study [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] was done online: self-selected participants (N = 338) were recruited
from visitors of specialized web sources, popular among hackers. Subjects filled out a
web questionnaire, representing a matrix (37 motivations x 17 actions). Participants
had to estimate the probability that a particular motivation could really motivate a
particular action.
        </p>
        <p>Factor analysis (Varimax rotation) was used: six significant factors, explaining
15.4, 14.4, 13.4, 12.1, 10.5, and 8.8% of dispersion were described. The factors were
called: “Need in Recognition – Interaction Avoidance”; “Active Aggression – Passive
Instructions Following”; “Typical Hackers’ Motivation”; “Self-Realization through
Cognition”; “Publicity Actions”; “Peer Recognition – Acceptance in Society”. The
factor structure shows that the social and the cognitive components of hackers’
motivations are tied together in five out of the six factors. Thus, the members of the
communities of hackers can be characterized as being both cognitively and socially
motivated.</p>
        <p>To sum up the results, one has to admit that contrary to popular beliefs but in good
correspondence with the results of the content-analytic research, briefly discussed
earlier in the paper, hackers did not appear to be complete outsiders and
individualists. Instead, replying the questions put to them, they presented themselves as a tightly
connected group with strong cognitive motivation and personally interested in peer
recognition and other social types of orientation. Since web-sites and web-forums
through which hackers mostly interact with peers have been organized as evident
attractors for all those engaged in hacking, it is very likely that hackers were attracted
both by being a member of community, and by hacking actions. Thus, the hackers’
web-sites and web-forums are evident attractors – just like any other web-site and
web-forum – since they aid interactions and “push” participants to accept peer
recognition and social ties as actual motivators.</p>
        <p>It is possible to state that interaction, as an anticipated behavioral/attitudinal
change characterizing the members of hackers’ communities, is at least partly induced
by the very existence and popularity of specialized web-forums. This makes it evident
that social interaction is one of attractors of hacking. Earlier in the paper it was
hypothetically stated that attractors and latent mediators often act simultaneously and
possibly independently, and unlike attractors, which are often easily enough
recognizable, latent mediators can be most often identified through the use of special
methodologies. The goal of our next research was to check this supposition. In doing this we
restrict ourselves with motivations as mediators and attractors.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Flow experience as a latent mediator</title>
      <p>
        Two types of motivation are often differentiated in psychology: extrinsic type
depends on bonuses: money rewards, gifts, and positive feedback; intrinsic type depends
on human beings’ interests and challenges, when tasks and trials are taken for their
own sake. Following Malone and Lepper’s study [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], B.J. Fogg [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] distinguishes
such intrinsic motivators as fantasy, curiosity, challenge, control, competition,
cooperation, and recognition (the latter three refer to a social, or a group level), and makes
successful attempts to work out real ways to use intrinsic motivators within
persuasive digital technologies.
      </p>
      <p>
        There are well-elaborated theories and models of intrinsic motivation; the most
developed ones are the self-determination theory [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] and the flow theory [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Our
research was based on the latter. Flow theory is being efficiently used in the area of
human-computer interaction. In an analytical chapter it was shown [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] that the use of
digital technologies represents a variety of areas to study flow experience. The major
research areas are:
− Online marketing/shopping,
− E-learning/teaching,
− Cyber-recreation (often, online/computer/video gaming, including massively
multiplayer online role-playing games (MMORPGs),
− Virtual interaction.
− Virtual psychological rehabilitation, such as immersive systems of virtual
reality;
− Illicit penetrations into virtual environments and computer security
regulations;
− Usability testing, measurement of web-site’s attraction, friendliness, adaptation
to target populations.
      </p>
      <p>The theory originated by M.Csikszentmihalyi rests on an observation that people
report the state of “flow” while doing diverse things like going into their favorite
sports or hobbies, or just washing dishes and cleaning the floor. Flow is an experience
of deep involvement into a certain activity (and these activities vary greatly), with the
feeling of being competent: a new action freely follows the previous one, and there is
no need to push oneself to do too boring or too difficult an activity. Usually, in flow
nobody feels time passing by. A person experiences flow as “a unified flowing from
one moment to the next, in which he is in control of his actions, and in which there is
a little distinction between self and environment, between stimulus and response,
between past, present, and future” [27, p. 36].</p>
      <p>
        The main antecedent of flow is precise matching of someone’s skills (i.e.,
competence) and task challenges. Flow is placed at the cutting edge of person's skills, and it
is a moving target. Increased skills lead to an increase of challenges, if the precise
matching has to be saved, and the choice of greater challenges demands an update of
skills. With high level of confidence we can state that feedback, interactivity and the
match between one’s skills and current challenges are the main characteristics of flow
as seen from a human-computer interaction perspective [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Nowadays, various
models of group flow: leadership, or team flow experience are being investigated and
introduced [30; 31]; when meaning is created “with and through” group’s optimal
experience, engagement is born, «highly sought after by companies because it
correlates strongly with high performance. Engagement is what emerges when we are
achieving something that exceeds our individual nature…» [30, p. 2].
      </p>
      <p>
        Since flow is known [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] to be experienced while playing computer games,
communicating via instant messaging or chats, web related learning or shopping, and
other behaviors related to the use of digital technologies, we suppose that flow may
turn to be a latent mediator responsible for causing latent behavior changes. This
hypothesis is being investigated in the current paper by readdressing to the
multicultural [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] empirical data collected during the last twenty years.
4.1
      </p>
      <sec id="sec-5-1">
        <title>Flow experience in hacking: a latent mediator</title>
        <p>
          In the online study of flow motivation in the hackers’ communities [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] the
participants (N = 457) reported they experienced flow, and thus flow motivation was a latent
flow ‘crisis’ (i.e., no flow), followed again by periods of flow renovation: flow was
experienced by the least and the most competent hackers, while moderately
competent participants more often than others had reported of ‘crisis’ periods.
        </p>
        <p>The flow crises were shown to be caused by participants’ inability to match
stepby-step their updated skills with correspondingly updated challenges. These
mismatches lead to a popular and socially accepted escape from the hackers’ community
through a ‘cognitive rise’ (an update of competence not followed by an update of task
challenges). The flow motivation then changes into cognitive motivation, which is
also an intrinsic type of motivation; such type of behavior seems to be a well-known
mechanism of escape from hackers’ community. This escape method can be easily
traced in real biographic stories of hackers who changed their fate to become, for
example, experts in computer security.</p>
        <p>
          It was also found [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] that hackers developed two main mechanisms of task choice
and goal setting in hacking. Highly experienced participants chose interesting tasks,
even if these projects were too complicated. Moderately experienced participants
mostly chose tasks, which they felt they were able to complete easily enough, thus
saving flow experience. Such a goal-setting process, which leads a person to
experience flow all the time, appears to be a rather rare motivational mechanism: most often
participants reported they were unable to keep matching their skills (competencies)
and challenges, and thus lost the flow experience, only to experience it at a later stage
of their task choice processes.
        </p>
        <p>
          In the reported study [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], it was shown that flow motivation is a latent mediator,
indeed – hackers make special efforts in task choice and in goal setting to keep
experiencing flow. This mediator parallels the previously shown attractor, i.e. interactive
motivation. Thus, the hypothesis we put forward earlier in the paper – namely, that
attractors and latent mediators may motivate human behavior in parallel – is correct.
To check it within another sample, this time consisting of videogamers as specific
digital technologies users, we discuss briefly and reinterpret the study, published in
[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Playing online games: interaction as an attractor, flow as a latent mediator</title>
        <p>This research was carried out within a community of online gamers. It seems to be
evident that interaction should be named a strong attractor for the community of
multi-user online players.</p>
        <p>
          Online games are a class of group role-play games with rich interaction facilities.
These games supposedly contain special sources of attraction, otherwise people would
never play them. As an overt attractor we can assume ability to gain achievements,
common to a great many of games [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Additionally, we may assume the existence
of other attractors as well, such as game content, rich communication facilities,
invitations to unite in teams and pursue teamwork strategies.
        </p>
        <p>
          Results of the online study (N = 347) showed that the following factor structure
characterized motivations of online players: Flow, Achievement, Interaction,
Cognition, Activity/Passivity and Thoughtfulness/Spontaneity [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Flow appeared to be the
strongest factor, while Achievement and Interaction followed it. In several follow-up
interviews, participants (variously competent online gamers) always mentioned such
advantages of playing online games as rich interactions and easiness of achievements;
some interviewees mentioned also rich cognitive facilities. Neither of respondents
mentioned flow experience – this factor, the most heavily loaded one, had to be made
evident using special psychological methodology. No wonder that it is never
discovered in studies of online gamers, held by observers/participant observers and
interviewers. It is worth mentioning that flow motivation has been discovered among the
strongest factors within diverse communities of online gamers – namely, gamers
speaking Chinese, English, French and Russian [19; 31; 33].
        </p>
        <p>It is important that in the community of online gamers we have found the same
attractor (namely, interactive motivation) and the same latent mediator (namely, flow
motivation), as in the previously discussed community, that of hackers. This makes us
believe that a parallel work of several attractors and (possibly, several as well) latent
mediators is a common thing, a usual practice. In our research, it should be
mentioned, the attractors and latent mediators were unidirectionally oriented, i.e. both
sorts of mediators pursued participants (hackers and online gamers) to go on with the
behaviour they had chosen for themselves. Particularly, the attractor(s) overtly
motivated hackers/gamers to continue the chosen behavior, while the latent mediator was
motivating hackers and online gamers in a latent manner.</p>
        <p>
          To follow up the study with new samples of the Web users which were almost
unavailable at the period when the main part of empirical studies have been performed,
we may suppose that quite promising samples of research participants would be all
those who play the so-called serious games. Nowadays researchers deservedly give
worthy attention to all those who participate in serious games [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. One more
promising area of research in the field of captology would be the attempt to discover
hypothetical psychological mechanisms behind social networking – the activity which is
highly fascinating to multitudes of the net users [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. These two areas of studies may
be considered as rather attractive regarding the follow-up work in the field.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Persuasion, as it is usually described, seems to represent an overt type of impact
through the digital facilities. It was supposed that there are various levels of behaviors
and attitudes change, not all of them referring to computer-mediated persuasions. It
was hypothesized that one is able to empirically investigate highly diverse mediators,
including those which parallel persuasions. A certain type of such mediators was
called latent mediators, responsible for non-immediate behavior changes. These types
of mediators possibly lead to psychological transformations.</p>
      <p>After having reinterpreted the results of online studies within the communities of
hackers and online gamers, the suppositions have been confirmed: overt attractors
(i.e., interactive motivation), as well as a latent mediator (i.e., flow motivation) have
been found and described. Both the attractors and mediators seem to motivate
participants of our research series uniformly. It can be hypothesized, however, that various
attractors and latent mediators motivate research participants differently, possibly in
the opposite manner. This is an interesting situation of mediators in conflict, a
perspective for future empirical research. According to the authors’ experience, serious
games and social networking can be considered as highly attractive activities to
follow up the study in captology aimed to search specific latent motivators and
attractors.</p>
      <p>Acknowledgement. This work was supported by the Russian Science Foundation, project #
1818-00365.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Cialdini</surname>
          </string-name>
          , R. Influence: The Psychology of Persuasion.
          <source>HarperCollins</source>
          (
          <year>1984</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Berdichevsky</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Neuenschwander</surname>
          </string-name>
          , E.:
          <article-title>Toward an ethics of persuasive technology</article-title>
          .
          <source>Communications of the ACM</source>
          ,
          <volume>42</volume>
          (
          <issue>5</issue>
          )
          <fpage>51</fpage>
          -
          <lpage>58</lpage>
          (
          <year>1999</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Castelfranchi</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Artificial liars: Why computers will (necessarily) deceive us and each other</article-title>
          .
          <source>Ethics and Information Technology</source>
          ,
          <volume>2</volume>
          (
          <issue>2</issue>
          ),
          <fpage>113</fpage>
          -
          <lpage>119</lpage>
          (
          <year>2000</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Letho</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Oinas-Kukkonen</surname>
          </string-name>
          , H.:
          <article-title>Persuasive Features in Six Weight Loss Web-sites: A Qualitative Evaluation In: T</article-title>
          . Ploug,
          <string-name>
            <given-names>P.</given-names>
            <surname>Hasle</surname>
          </string-name>
          , H. Oinas-Kukkonen (eds.)
          <source>Proceedings, Persuasive Technology. 5th International Conference</source>
          , pp.
          <fpage>162</fpage>
          -
          <lpage>173</lpage>
          . Copenhagen, Denmark, Berlin, Heidelberg and New York: Springer (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Kampik</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nieves</surname>
            ,
            <given-names>J.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lindgren</surname>
          </string-name>
          , H.:
          <article-title>Coercion and deception in persuasive technologies</article-title>
          . In: R. Cohen,
          <string-name>
            <given-names>M.</given-names>
            <surname>Sensoy</surname>
          </string-name>
          , T.J. Norman (eds.)
          <source>Proceedings of the 20th International Trust Workshop</source>
          (pp.
          <fpage>38</fpage>
          -
          <lpage>49</lpage>
          ), CEUR-WS, (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fesenmaier</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Persuasive design of destination web sites: an analysis of first impression</article-title>
          .
          <source>Journal of Travel Research</source>
          ,
          <volume>47</volume>
          (
          <issue>1</issue>
          )
          <fpage>3</fpage>
          -
          <lpage>13</lpage>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Fogg</surname>
            ,
            <given-names>B.J.:</given-names>
          </string-name>
          <article-title>Using Computers to Change What We Think and Do</article-title>
          . Morgan-Kaufmann. San Francisco (
          <year>2003</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Bourzak</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          :
          <article-title>Tapping the powers of persuasion</article-title>
          .
          <source>MIT Technology Review. Oct. 4</source>
          ,
          <year>2010</year>
          , https://www.technologyreview.com/s/421046/
          <article-title>tapping-the-powers-of-persuasion/</article-title>
          .
          <source>Last accessed 23 Dec</source>
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Atkinson</surname>
            ,
            <given-names>B.M.C.</given-names>
          </string-name>
          :
          <article-title>Captology: A Critical Review</article-title>
          . In: IJsselsteijn W.A.,
          <string-name>
            <surname>de Kort</surname>
            <given-names>Y.A.W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Midden</surname>
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Eggen</surname>
            <given-names>B.</given-names>
          </string-name>
          , van den Hoven E. (eds)
          <article-title>Persuasive Technology</article-title>
          .
          <source>PERSUASIVE 2006. Lecture Notes in Computer Science</source>
          , vol
          <volume>3962</volume>
          , pp.
          <fpage>171</fpage>
          -
          <lpage>182</lpage>
          . Springer: Berlin, Heidelberg (
          <year>2006</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Hollan</surname>
            ,
            <given-names>J</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stornetta</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Beyond being there</article-title>
          .
          <source>In: CHI '92: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems</source>
          (pp.
          <fpage>119</fpage>
          -
          <lpage>125</lpage>
          ). Monterey, CA (
          <year>1992</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Alhabash</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          , Ma,
          <string-name>
            <surname>M.:</surname>
          </string-name>
          <article-title>A Tale of Four Platforms: Motivations and Uses of Facebook, Twitter</article-title>
          , Instagram, and Snapchat Among College Students?
          <source>Social Media + Society</source>
          <volume>3</volume>
          (
          <issue>1</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>13</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Sheldon</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rauschnabel</surname>
            ,
            <given-names>P.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Honeycutt</surname>
            ,
            <given-names>J.M.:</given-names>
          </string-name>
          <article-title>The dark side of social media: Psychological, managerial and societal perspectives</article-title>
          . Academic Press (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Turkle</surname>
          </string-name>
          , Sh.:
          <article-title>The Second Self: Computers and the Human Spirit</article-title>
          . New York: Simon and
          <string-name>
            <surname>Schuster</surname>
          </string-name>
          (
          <year>1984</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>McClure</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Barr</surname>
          </string-name>
          , R.:
          <article-title>Building family relationships from a distance: Supporting connections with babies and toddlers using video and video chat</article-title>
          . In: R.
          <string-name>
            <surname>Barr</surname>
            ,
            <given-names>D.N.</given-names>
          </string-name>
          <string-name>
            <surname>Linebarger</surname>
          </string-name>
          (Eds.),
          <article-title>Media exposure during infancy and early childhood: The effects of content and context on learning and development</article-title>
          (pp.
          <fpage>227</fpage>
          -
          <lpage>248</lpage>
          ). Springer International Publishing (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Tikhomirov</surname>
            ,
            <given-names>O.K.</given-names>
          </string-name>
          :
          <article-title>Man and Computer: The Impact of Computer Technology on the Development of Psychological Processes</article-title>
          . In: D.R. Olson (ed.).
          <source>Media and Symbols: The Forms of Expression</source>
          , Communication, and
          <string-name>
            <surname>Education</surname>
          </string-name>
          (pp.
          <fpage>357</fpage>
          -
          <lpage>382</lpage>
          ). Chicago: University of Chicago Press (
          <year>1974</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Piaget</surname>
            ,
            <given-names>J.:</given-names>
          </string-name>
          <article-title>The Child's Conception of Physical Causality</article-title>
          . New Jersey, NY: Littlefield,
          <string-name>
            <surname>Adams</surname>
          </string-name>
          (
          <year>1960</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Voiskounsky</surname>
            <given-names>A.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Smyslova</surname>
            <given-names>O.V.</given-names>
          </string-name>
          : Flow in Computer Hackers' Activity
          <source>In: 8th International Conference on Motivation (Workshop on Achievement and Task Motivation)</source>
          .
          <source>Abstracts</source>
          , pp.
          <fpage>128</fpage>
          -
          <lpage>129</lpage>
          . Moscow (
          <year>2002</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Voiskounsky</surname>
            ,
            <given-names>A.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Smyslova</surname>
            ,
            <given-names>O.V.</given-names>
          </string-name>
          :
          <article-title>Flow-based model of computer hackers' motivation</article-title>
          .
          <source>Cyberpsychology and Behavior</source>
          ,
          <volume>6</volume>
          (
          <issue>2</issue>
          )
          <fpage>171</fpage>
          -
          <lpage>180</lpage>
          (
          <year>2003</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Voiskounsky</surname>
            ,
            <given-names>A.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mitina</surname>
            ,
            <given-names>O.V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Avetisova</surname>
            ,
            <given-names>A.A.</given-names>
          </string-name>
          :
          <article-title>Playing Online Games: Flow Experience</article-title>
          .
          <source>PsychNology Journal</source>
          <volume>2</volume>
          (
          <issue>3</issue>
          ),
          <fpage>259</fpage>
          -
          <lpage>281</lpage>
          (
          <year>2004</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Smyslova</surname>
            ,
            <given-names>O.V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Voiskounsky</surname>
            ,
            <given-names>A.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Petrenko</surname>
            ,
            <given-names>V.F.</given-names>
          </string-name>
          <string-name>
            <surname>Hackers</surname>
          </string-name>
          <article-title>' Motivation: Empirical Study</article-title>
          . In: Y.
          <string-name>
            <surname>Zinchenko</surname>
          </string-name>
          , V. Petrenko eds.) Psychology in Russia: State of the Art, pp.
          <fpage>224</fpage>
          -
          <lpage>238</lpage>
          . Moscow: Department of Psychology MSU &amp;
          <string-name>
            <surname>IG-SOCIN</surname>
          </string-name>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Osgood</surname>
            ,
            <given-names>C.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Suci</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tannenbaum</surname>
            ,
            <given-names>P.:</given-names>
          </string-name>
          <article-title>The measurement of meaning</article-title>
          . Urbana, IL: University of Illinois Press (
          <year>1957</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Kelly</surname>
          </string-name>
          , G.:
          <article-title>Theory of personality: The psychology of personal constructs</article-title>
          . Vol.
          <article-title>1. A theory of personality</article-title>
          . W.W.
          <string-name>
            <surname>Norton</surname>
          </string-name>
          (
          <year>1955</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Heidman</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sharafi</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>Early use of Internet-based educational resources: effects on students' engagement modes and flow experience</article-title>
          .
          <source>Behaviour and Information Technology</source>
          <volume>23</volume>
          (
          <issue>2</issue>
          ),
          <fpage>137</fpage>
          -
          <lpage>146</lpage>
          (
          <year>2004</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Petrenko</surname>
            ,
            <given-names>V.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mitina</surname>
            ,
            <given-names>O.V.</given-names>
          </string-name>
          :
          <article-title>The Psychosemantic Approach to Political Psychology: Mapping Russian Political Thought</article-title>
          . In:
          <string-name>
            <given-names>D.F.</given-names>
            <surname>Halpern</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.E.</surname>
          </string-name>
          Voiskounsky (eds.).
          <source>States of Mind: American</source>
          and
          <string-name>
            <surname>Post-Soviet Perspectives</surname>
          </string-name>
          of Contemporary Issues in Psychology, pp.
          <fpage>19</fpage>
          -
          <lpage>48</lpage>
          . N.Y.&amp;
          <string-name>
            <surname>Oxford</surname>
          </string-name>
          , Oxford University Press (
          <year>1997</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Malone</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lepper</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Making learning fun: A taxonomy of intrinsic motivation for learning</article-title>
          . In: R.E.Snow, M.J.Farr (eds.),
          <source>Aptitude Learning and Instruction</source>
          . Vol.
          <volume>3</volume>
          .
          <source>Conative and Affective Process Analysis</source>
          , pp.
          <fpage>111</fpage>
          -
          <lpage>140</lpage>
          . Hillsdale, NJ: Lawrence Erlbaum (
          <year>1987</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Deci</surname>
            ,
            <given-names>E.L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R.M.</given-names>
          </string-name>
          <article-title>Intrinsic Motivation and Self-Determination in Human Behavior</article-title>
          . NY: Plenum Press (
          <year>1985</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Csikszentmihalyi</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Beyond boredom and anxiety: The experience of play in work and games</article-title>
          . San Francisco: Jossey-Bass (
          <year>1975</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <surname>Voiskounsky</surname>
            ,
            <given-names>A.E.</given-names>
          </string-name>
          :
          <article-title>Flow Experience in Cyberspace: Current Studies and Perspectives</article-title>
          . In: Barak A. (ed.)
          <source>Psychological Aspects of Cyberspace: Theory, Research</source>
          , Applications, pp.
          <fpage>70</fpage>
          -
          <lpage>101</lpage>
          . N.Y.: Cambridge University Press (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Hout</surname>
            ,
            <given-names>J.J.J. van den</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Davis</surname>
            ,
            <given-names>O.C.</given-names>
          </string-name>
          <string-name>
            <surname>Team</surname>
          </string-name>
          <article-title>Flow: The psychology of optimal collaboration</article-title>
          . Springer (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30.
          <string-name>
            <surname>Buzady</surname>
            ,
            <given-names>Z.</given-names>
          </string-name>
          :
          <article-title>Flow, leadership and serious games - a pedagogical perspective</article-title>
          .
          <source>World Journal of Science, Technology and Sustainable Development</source>
          <volume>14</volume>
          (
          <issue>2</issue>
          /3),
          <fpage>204</fpage>
          -
          <lpage>217</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <surname>Voiskounsky</surname>
            ,
            <given-names>A.E.</given-names>
          </string-name>
          :
          <article-title>Positive Psychology Centered Online Studies</article-title>
          .
          <source>In: CENTRIC</source>
          <year>2011</year>
          :
          <article-title>The Fourth International Conference on Advances in Human-oriented and Personalized Mechanisms, Technologies,</article-title>
          and Services, pp.
          <fpage>8</fpage>
          -
          <lpage>14</lpage>
          . XPS Publ.
          <article-title>(</article-title>
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Bachen</surname>
            ,
            <given-names>C.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Raphael</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Social flow and learning in digital games: A conceptual model and research agenda</article-title>
          . In: M. Ma,
          <string-name>
            <given-names>A.</given-names>
            <surname>Oikinomou</surname>
          </string-name>
          , L.C. Jain (Eds.),
          <source>Serious games and edutainment applications</source>
          , pp.
          <fpage>61</fpage>
          -
          <lpage>84</lpage>
          . London: Springer-Verlag (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          33.
          <string-name>
            <surname>Faiola</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Voiskounsky</surname>
            ,
            <given-names>A.E.</given-names>
          </string-name>
          :
          <article-title>Flow experience of MUD players: Investigating multiuser dimension gamers from the USA</article-title>
          .
          <source>In: Online Communities and Social Computing 2007, Lecture Notes in Computer Science</source>
          , vol.
          <volume>4564</volume>
          , pp.
          <fpage>324</fpage>
          -
          <lpage>333</lpage>
          . Springer (
          <year>2007</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          34.
          <string-name>
            <surname>Perttula</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kiili</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lindstedt</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Tuomi</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>Flow experience in game based learning - a systematic literature review</article-title>
          .
          <source>International Journal of Serious Games</source>
          ,
          <volume>4</volume>
          (
          <issue>1</issue>
          )
          <fpage>57</fpage>
          -
          <lpage>72</lpage>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          35.
          <string-name>
            <surname>Kaur</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dhir</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rajala</surname>
          </string-name>
          , R.:
          <article-title>Flow in context: Development and validation of the flow experience instrument for social networking</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>59</volume>
          (
          <issue>6</issue>
          )
          <fpage>358</fpage>
          -
          <lpage>367</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>