Abstract

The purpose of this study was to examine the relationship between flow antecedent factor(challenge, skill, arousal, involvement, interactivity) and flow experience(pleasure, focused attention, time distortion) for screen golf participants. In order to accomplish this study, total 23 0questionnaires were distributed to screen golf participants at three screen golf courses using a convenient sampling method. Among them, eleven questionnaires were excluded because they were not applicable. There were 219 usable questionnaires. Data were analyzed with multiple regression analysis using PASW Statistics 18.0 version. First, the results of this study revealed arousal and interactivity had a positive and direct influence on pleasure. However, challenge, skill, and involvement didn’t contribute to pleasure. Second, the results indicated that challenge, arousal, involvement, and interactivity had a significant impact on focused attention. However, skill didn’t contribute to focused attention. Last, the results also indicated that challenge, arousal, involvement had a positive and direct impact on time distortion. However, skill and interactivity had no significant influence on time distortion.

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