ABSTRACT

This chapter offers a review of flow research, by exploring the key conditions and characteristics of flow, and considering both its benefits as well as its dark side. The experience was labelled “flow” because when people described how it felt, they used a metaphor of a wave that carried them along effortlessly. Research suggests that any activity has the potential to become a flow experience, though it was found to be more prevalent in play and at work, and in relatively complex tasks, such as writing, music ­playing or composing, painting, dancing, playing chess, mountain climbing, video gaming and a variety of sports activities. Flow can emerge in activities that can be self-damaging in the long run, such as gambling, gaming and some that involve high risk. Flow research suggests that more careful consideration is required as to how to make the best use of our attention for achieving a well-balanced and rewarding life.