Flow (FCF) theory has received considerable attention in recent decades. In addition to flow, FCF theory proposed three influential\r\nfactors, that is, boredom, frustration, and apathy. While these factors have received relatively less attention than flow, Internet\r\napplications have grown exponentially, warranting a closer reexamination of the applicability of the FCF theory. Thus, this study\r\ntested the theory that high/low levels of skill and challenge lead to four channels of flow. The study sample included 253 online\r\ngamers who provided valid responses to an online survey. Analytical results support the FCF theory, although a few exceptions\r\nwere noted. First, skill was insignificantly related to apathy, possibly because low-skill users can realize significant achievements\r\nto compensate for their apathy. Moreover, in contrast with the FCF theory, challenge was positively related to boredom, revealing\r\nthat gamers become bored with difficult yet repetitive challenges. Two important findings suggest new directions for FCF theory.
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