Flow: The Psychology of Optimal Experience

Flow: The Psychology of Optimal Experience

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TWENTY-THREE HUNDRED YEARS AGO Aristotle concluded that, more than anything else, men and women seek happiness. While happiness itself is sought for its own sake, every other goal-health, beauty, money, or power-is valued only because we expect that it will make us happy.

Despite the fact that we are now healthier and grow to be older, despite the fact that even the least affluent among us are surrounded by material luxuries undreamed of even a few decades ago (there were few bathrooms in the palace of the Sun King, chairs were rare even in the richest medieval houses, and no Roman emperor could turn on a TV set when he was bored), and regardless of all the stupendous scientific knowledge we can summon at will, people often end up feeling that their lives have been wasted, that instead of being filled with happiness their years were spent in anxiety and boredom.

Happiness, in fact, is a condition that must be prepared for, cultivated, and defended privately by each person. People who learn to control inner experience will be able to determine the quality of their lives, which is as close as any of us can come to being happy.

I developed a theory of optimal experience based on the concept of flow-the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.

THERE ARE TWO MAIN STRATEGIES we can adopt to improve the quality of life. The first is to try making external conditions match our goals. The second is to change how we experience external conditions to make them fit our goals better. For instance, feeling secure is an important component of happiness. The sense of security can be improved by buying a gun, installing strong locks on the front door, moving to a safer neighborhood, exerting political pressure on city hall for more police protection, or helping the community to become more conscious of the importance of civil order. All these different responses are aimed at bringing conditions in the environment more in line with our goals. The other method by which we can feel more secure involves modifying what we mean by security. If one does not expect perfect safety, recognizes that risks are inevitable, and succeeds in enjoying a less than ideally predictable world, the threat of insecurity will not have as great a chance of marring happiness.

Pleasure is a feeling of contentment that one achieves whenever information in consciousness says that expectations set by biological programs or by social conditioning have been met.

WE HAVE SEEN HOW PEOPLE DESCRIBE the common characteristics of optimal experience: a sense that one's skills are adequate to cope with the challenges at hand, in a goal-directed, rule-bound action system that provides clear clues as to how well one is performing. Concentration is so intense that there is no attention left over to think about anything írrelevant, or to worry about problems. Self-consciousness disappears, and the sense of time becomes distorted. An activity that produces such experiences is so gratifying that people are willing to do it for its own sake, with little concern for what they will get out of it, even when it is difficult, or dangerous. But how do such experiences happen? Occasiónally flow may occur by chance, because of a fortunate coincidence of external and internal conditions. For instance, friends may be having dinner together, and someone brings up a topic that involves everyone in the conversation, One by one they begin to make jokes and tell stories, and pretty soon all are having fun and feeling good about one another. While such events may happen spontaneously, it is much more likely that flow will result either from a structured activity, or from an individual's ability to make flow occur, or both,

When describing optimal experience in this book, we have given as examples such activities as making music, rock climbing, dancing, sailing, chess, and so forth. What makes these activities conducive to flow is that they were designed to make optimal experience easier to achieve. They have rules that require the learning of skills, they set up goals, they provide feedback, they make control possible. They facilitate concentration and involvement by making the activity as distinct as possible from the so-called "paramount reality" of everyday existence. For example, in each sport participants dress up in eye-catching uniforms and enter special enclaves that set them apart temporarily from ordinary mortals. For the duration of the event, players and spectators cease to act in terms of common sense, and concentrate instead on the peculiar reality of the game.

Roger Caillois, the French psychological anthropologist, has divided the world's games (using that word in its broadest sense to include every form of pleasurable activity) into four broad classes, depending the kind of experiences they provide. Agon includes games that have competition as their main feature, such as most sports and athletic events; alea is the class that includes all games of chance, from dice to bingo; ilinx, or vertigo, is the name he gives to activities that alter consciousness by scrambling ordinary perception, such as riding a merry-go-round or skydiving; and mimicry is the group of activities in which alternative realities are created, such as dance, theater, and the arts in general. Using this scheme, it can be said that games offer opportunities to go beyond the boundaries of ordinary experience in four different ways. In agonistic games, the participant must stretch her skills to meet the challenge provided by the skills of the opponents. The roots of the are the Latin con petire, which meant "to seek together." What each person seeks is to actualize her potential, and this task is made easier when others force us to do our best. Of course, competition improves experience only as long as attention is focused primarily on the activity itself. If extrinsic goals-such as beating the opponent, wanting to impress an audience, or obtaining a big professional contract-are what one is concerned about, then competition is likely to become a distraction, rather than an incentive to focus conword "compete" sciousness on what is happening. Aleatory games are enjoyable because they give the illusion of controlling the inscrutable future. The Plains Indians shufed the rked rib bones of buffaloes to predict the outcome of the next hunt, the Chinese interpreted the pattern in which sticks fell, and the Ashanti of East Africa read the future in the way their sacrificed chickens died. Divination is a universal feature of culture, an attempt to break out of tre Om they the constraints of the present and get a glimpse of what is going to happen. Games of chance draw on the same need. The buffalo ribs become dice, the sticks of the I Ching become playing cards, and the ritual of divination becomes gambling-a secular activity in which people try to outsmart each other or try to outguess fate. Vertigo is the most direct way to alter consciousness. Small children love to turn around in circles until they are dizzy; the whirling dervishes in the Middle East go into states of ecstasy through the same means. Any activity that transforms the way we perceive reality is enjoyable, a fact that accounts for the attraction of "consciousness-expanding" drugs of all sorts, from magic mushrooms to alcohol to the current Pandora's box of hallucinogenic chemicals. But consciousness cannot be expanded; all we can do is shuffle its content, which gives us the impression of having broadened it somehow. The price of most artificially induced alterations, however, is that we lose control over that very consciousness we were supposed to expand. Mimicry makes us feel as though we are more than what we actually are through fantasy, pretense, and disguise. Our ancestors, as they danced wearing the masks of their gods, felt a sense of powerful identification with the forces that ruled the universe. By dressing like a deer, the Yaqui Indian dancer felt at one with the spirit of the animal he impersonated. The singer who blends her voice in the harmony of a choir finds chills running down her spine as she feels at one with the beautiful sound she helps create. The little girl playing with her doll and her brother pretending to be a cowboy also stretch the limits of their ordinary experience, so that they become, temporarily, someone ent and more powerful-as well as learn the gender-typed adult roles of their society.