Resources new


--- Auto-Generated Description ---
This diagram represents an abstract model designed to simulate the concept of achieving a state of "Flow" based on a series of conditions that need to be met. The concept of Flow is defined as a highly focused mental state conducive to productivity or creativity, characterized by seven criteria: "A challenging Activity That Requires Skills," "The Merging of Action and Awareness," "Clear Goals and Feedback," "Concentration on the Task at Hand," "The Paradox of Control," "The loss of Self-Consciousness," and "The Transformation of Time." These criteria are modeled as Registers, each potentially generating a random value between 0 and 7 to represent the degree to which each condition is met.

The system's dynamics initiate from a Source labeled "Work/Play," which simulates the input of effort or engagement in an activity designed to potentially induce Flow. This input is then conditionally directed towards two states: "Flow" and "No Flow," based on the collective output of the aforementioned Registers. If all conditions are satisfied, denoted by the Register "Flow?" calculating a formula that multiplies the output values of each condition and checks for a positive product, the system transitions into the "Flow" state; this is symbolically represented by directing resources to a Pool labeled "Flow." Conversely, if the conditions are not met, resources are directed to a "No Flow" state. This bifurcation serves to visually conceptualize the binary outcome of engaging in activities with the goal of achieving Flow, dependent entirely on whether the essential psychological conditions are fulfilled.


Combatskillgameplayprogressiongame designglossary
Edited more than 1 month ago

Enjoying what you see?
Show your appreciation by saving it with a click!

Be the first to this diagram

More from Anıl Akhan