Efeitos dos objetivos da participação no lazer digital no bem-estar psicológico da Geração Y: o papel mediador da experiência de fluxo
DOI:
https://doi.org/10.47197/retos.v80.118841Palavras-chave:
Lazer digital, experiência de fluxo, bem-estar psicológico, Y geraçãoResumo
Objectivo: Este estudo examina o papel mediador da experiência de fluxo na relação entre os objectivos da participação em actividades de lazer digital e o bem-estar psicológico. Investiga também os efeitos diretos destes objetivos na experiência de fluxo e o efeito da experiência de fluxo no bem-estar psicológico.
Metodologia: A amostra foi constituída por 291 indivíduos da Geração Y (com idades compreendidas entre os 29 e os 44 anos), selecionados por amostragem intencional, todos utilizadores ativos de plataformas digitais no seu tempo livre. Os dados foram recolhidos através de três instrumentos padronizados: a Escala de Objetivos da Participação no Lazer Digital (DLPPS), composta por quatro subdimensões (jogos, entretenimento, socialização e comunicação); a Digital Leisure Flow Experience Scale (DLFES), com três subdimensões (experiência, atividade e tempo); e a Escala de Bem-Estar Psicológico (PWBS), com uma estrutura unidimensional positiva.
Resultados: A análise dos dados foi realizada em duas etapas. Em primeiro lugar, foi conduzida uma análise fatorial confirmatória (AFC) para validar os modelos de medição. De seguida, foi utilizada a modelação de equações estruturais (MEE) para examinar os efeitos diretos e mediadores. Os resultados indicam que os objetivos da participação em atividades de lazer digitais têm efeitos positivos significativos tanto na experiência de fluxo (β = 0,914, p < 0,001) como no bem-estar psicológico (β = 0,364, p < 0,001). Além disso, a experiência de fluxo tem um efeito positivo significativo no bem-estar psicológico (β = 0,405, p < 0,001), confirmando o seu papel mediador.
Conclusões: Os resultados sugerem que os Millennials integram significativamente as tecnologias digitais no seu dia-a-dia e que a participação em atividades de lazer digitais melhora o bem-estar psicológico através do efeito mediador da experiência de fluxo. Pesquisas futuras devem considerar a duração e a frequência do uso de lazer digital para prevenir potenciais riscos, como a dependência e os efeitos negativos para a saúde.
Referências
Arora, P. (2011). Online social sites as virtual parks: An investigation into leisure online and offline. The Information Society, 27(2), 113-120. https://doi.org/10.1080/01972243.2011.548702
Asan, K., & Zwiegelaar, J. (2025). Digital leisure use and psychological well-being among recreation management students: The mediating role of social media engagement. Journal of Hospitality, Leisure, Sport & Tourism Education, 37, 100570. https://doi.org/10.1016/j.jhlste.2025.100570
Ayhan, C., & Eskiler, E. (2024). The relationship between leisure attitude and happiness: the mediating effect of recreational flow experience. International Journal of Recreation and Sports Science, 8(1), 117-125. https://doi.org/10.46463/ijrss.1504810
Aziz, H., Morrissey, H., & Ball, P. (2018). The effect of digital social entertainment on students' emotional well-being in higher education. International Journal of Current Research, 10 (4), 67562-67567.
Barrett, P. (2007). Structural equation modeling: Adjudging model fit. Personality & Individual Differences, 42(5), 815–824. https://doi.org/10.1016/j.paid.2006.09.018
Bassi, M., Carissoli, C., Beretta, S., Negri, L., Fianco, A., & Delle Fave, A. (2022). Flow experience and emotional well-being among Italian adolescents during the covıd-19 pandemic. The Journal of Psychology, 156(6), 395–413. https://doi.org/10.1080/00223980.2022.2074347
Bencsik, A., Horváth-Csikós, G., & Juhász, T. (2016). Y and Z generations at workplaces. Journal of Competitiveness, 8(3), 90–106. https://doi.org/10.7441/joc.2016.03.06
Blanco, A. V. (2015). The transformation of leisure in the digital age. in Social media and social movements: the transformation of communication patterns (pp. 165–179). Lanham: Lexington Books.
Boudreau, K. & Consalvo, M. (2014) Families and social network games. Information, Communication & Society, 17(9): 1118-1130. https://doi.org/10.1080/1369118X.2014.882964
Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3), 771-780. https://doi.org/10.1016/j.chb.2011.11.020
Bryce, J. (2001). The technological transformation of leisure. Social Science Computer Review, 19(1), 7-16. https://doi.org/10.1177/089443930101900102
Carnicelli, S., McGillivray, D., & McPherson, G. (2016). Digital leisure cultures: Critical perspectives. Taylor & Francis.
Chang, H. H. (2017). Flow experience in the leisure activities of retirees. Loisir et Société/Society and Leisure, 40(3), 401-419. https://doi.org/10.1080/07053436.2017.1379163
Chang, L. C., Dattilo, J., & Huang, F. H. (2023). Digital leisure among older adults: Connections to social support, flow, and social inclusion. Leisure Sciences, 1-20. https://doi.org/10.1080/01490400.2023.2298753
Chen, H. T., & Li, X. (2017). The contribution of mobile social media to social capital and psychological well-being: Examining the role of communicative use, friending and self-disclosure. Computers in Human Behavior, 75, 958-965. https://doi.org/10.1016/j.chb.2017.06.011
Cheng, T. M., & Lu, C. C. (2015). The causal relationships among recreational involvement, flow experience, and well-being for surfing activities. Asia Pacific Journal Of Tourism Research, 20, 1486–1504. https://doi.org/10.1080/10941665.2014.999099
Cheng, T. M., Hung, S. H., & Chen, M. T. (2016). The influence of leisure involvement on flow experience during hiking activity: Using psychological commitment as a mediate variable. Asia Pacific Journal of Tourism Research, 21(1), 1-19. https://doi.org/10.1080/10941665.2014.1002507
Chou, M. J., Tsai, S. S., Hou, T. Y., & Wu, H. T. (2016). The relationship between the undergraduates'flow and psychological well-being--take love affair experiences as the moderator variable. European Journal Of Research İn Social Sciences Vol, 4(4).
Clarke, S. G. & Haworth, J. T. (1994). Flow experience in the daily lives of sixth-form collect students. British Journal of Psychology, 85, 511-523. https://doi.org/10.1111/j.2044-8295.1994.tb02538.x
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (Eds.). (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge University Press.
Csikszentmihalyi, M. (2014). Flow and the foundations of positive psychology. Dordrecht:Springer.
Diener, E., Wirtz, D., Biswas-Diener, R., Tov, W., Kim-Prieto, C., Choi, D. W., & Oishi, S. (2009). New measures of well-being. In Assessing well-being: The collected works of Ed Diener (pp. 247-266). Dordrecht: Springer Netherlands. https://doi.org/10.1007/978-90-481-2354-4 12
Elkington, S. (2011) What it is to take the flow of leisure seriously. Leisure/ Loisir, 35(3): 253-282). https://doi.org/10.1080/14927713.2011.614838
Er, B., & Cengiz, R. (2022). Purposes of participation in digital leisure activities: A scale development study. International Journal of Bozok Sports Sciences, 3(3), 11–28.
Er, B., & Cengiz, R. (2023). The effect of digital leisure participation purposes on flow experience and leisure satisfaction. Journal of ROL Sport Sciences, 544–565. https://doi.org/10.5281/zenodo.10031059
Er, B., & Cengiz, R. (2023). Digital leisure flow experience: a scale development study. Spormetre Journal of Physical Education and Sports Sciences, 21(2), 48-62. https://doi.org/10.33689/spormetre.1207592
Er, B., & Cengiz, R. (2025). The form of happiness in the digital age: examining the effect of ınternet usage in digital leisure on flow experience. International Journal of Recreation and Sports Science, 9(1), 29-44. https://doi.org/10.46463/ijrss.1608338
Gellmers, J., & Yan, N. (2023). Digital leisure engagement and positive outcomes in the workplace: A systematic literature review. International Journal of Environmental Research and Public Health, 20(2), 1014. https://doi.org/10.3390/ijerph20021014
George, D. & Mallery, P. (2010). SPSS for Windows step by step: A simple guide and reference 17.0 update. (10th Ed.). Boston: Pearson.
Ghani, J. A. & Deshpande, S. P. (1994). Task characteristics and the experience of optimal flow in human-computer interaction. The Journal of Psychology, 128(4), 381-391. https://doi.org/10.1080/00223980.1994.9712742
Goh, C., Jones, C., & Copello, A. (2019). A further test of the impact of online gaming on psychological wellbeing and the role of play motivations and problematic use. Psychiatric Quarterly, 90(4), 747-760. https://doi.org/10.1007/s11126-019-09656-x
Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 107851. https://doi.org/10.1016/j.chb.2023.107851
Guo, X. R., Gong, S. Y., Liu, S. Y., Wang, J., Wang, Y. Q., & Zhao, X. (2025). Digital leisure motivational interference decreases college students’ online learning satisfaction: the roles of academic emotions and parental autonomy support. European Journal of Psychology of Education, 40(1), 25. https://doi.org/10.1007/s10212-024-00926-2
Hair Jr, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2014). Multivariate data analysis (7th ed.). Pearson Education Limited.
Hu, L. T. ve Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1): 1-55. https://doi.org/10.1080/10705519909540118
Hoffman, D. L. ve Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of marketing, 60(3): 50-68. https://doi.org/10.1177/002224299606000304
Howell, R. T., Kern, M. L. & Lyubomirsky, S. (2007). Health benefits: meta-analytically determining the impact of well-being on objective health outcomes. Health Psychology Review, 1, 83-136. https://doi.org/10.1080/17437190701492486
Juniu, S. (2009). The transformation of leisure. Leisure/Loisir, 33(2), 463-478. https://doi.org/10.1080/14927713.2009.9651449
Kaur, P., Dhir, A., Chen, S., & Rajala, R. (2016). Flow in context: Development and validation of the flow experience instrument for social networking. Computers in Human Behavior, 59, 358-367. https://doi.org/10.1016/j.chb.2016.02.039
Kaye, L. K. (2016). Exploring flow experiences in cooperative digital gaming contexts. Computers in Human Behavior, 55, 286-291. https://doi.org/10.1016/j.chb.2015.09.023
Kline RB. (2011). Principles and practice of structural equation modeling. (3rd ed.). New York: Guilford Press.
Khang, A., Hahanov, V., Hajimahmud, V. A., Litvinova, E., Ali, R. N., & Alyar, A. V. (2024). The Impact of the Cyber–Physical Environment and Digital Environment on the Socialization Environment. In Revolutionizing the AI-Digital Landscape (pp. 295-307). Productivity Press.
Leung, L. (2020). Exploring the relationship between smartphone activities, flow experience, and boredom in free time. Computers in Human Behavior, 103, 130-139. https://doi.org/10.1016/j.chb.2019.09.030
Lin, P. (2023). The relationship between trait mindfulness and well-being in college students: the serial mediation role of flow experience and sports participation. Psychology Research and Behavior Management, 2071-2083. https://doi.org/10.2147/PRBM.S414890
Lisheng, W., Yan, L. E. I., & Xinjie, P. A. N. (2020). Effects of leisure involvement on the well-being of elderly people: Mediation effects of self-efficacy and flow experience. Journal of Shanghai University of Sport, 44(9), 87-94. https://doi.org/10.16099/j.sus.2020.09.009
Liu, R., Nagao, H., & Kennedy, J. J. (2025). The digital side to mental health: Uncovering the relationship between screen-based entertainment and mental well-being among older rural residents in China. Social Indicators Research, 1-19. https://doi.org/10.1007/s11205-025-03575-0
Lyubomirsky, S., King, L. A. & Diener, E. (2005). The benefits of frequent positive affect: does happiness lead to success? Psychological Bulletin, 131, 803-855. https://doi.org/ 10.1037/0033-2909.131.6.803
Mao, Y., Luo, X., Wang, S., Mao, Z., Xie, M., & Bonaiuto, M. (2024). Flow experience fosters university students' well‐being through psychological resilience: A longitudinal design with cross‐lagged analysis. British Journal of Educational Psychology, 94(2), 518-538. https://doi.org/10.1111/bjep.12661
Meier, J. V., Noel, J. A., ve Kaspar, K. (2021). Alone together: computer-mediated communication in leisure time during and after the COVID-19 pandemic. Frontiers in Psychology, 12, 666655. https://doi.org/10.1111/bjep.12661
Nimrod, G., & Adoni, H. (2012) Conceptualizing e-leisure. Loisir et Société / Society and Leisure, 35(1), 31-56. https://doi.org/10.1080/07053436.2012.10707834
Nimrod, G., & Ivan, L. (2022). The dual roles technology plays in leisure: Insights from a study of grandmothers. Leisure Sciences, 44(6), 715–732. https://doi.org/10.1080/01490400.2019.1656123
Ostic, D., Qalati, S. A., Barbosa, B., Shah, S. M. M., Galvan Vela, E., Herzallah, A. M., & Liu, F. (2021). Effects of social media use on psychological well-being: a mediated model. Frontiers in Psychology, 12, 678766. | https://doi.org/10.3389/fpsyg.2021.678766
Pelet, J. É., Ettis, S., & Cowart, K. (2017). Optimal experience of flow enhanced by telepresence: Evidence from social media use. Information & Management, 54(1), 115-128. https://doi.org/10.1016/j.im.2016.05.001
Pizzo, A. D. (2023). Hypercasual and hybrid-casual video gaming: A digital leisure perspective. Leisure Sciences, 47(6), 1333–1352. https://doi.org/10.1080/01490400.2023.2211056
Pressman, S. D. & Cohen, S. (2005). Does positive affect influence health? Psychological Bulletin, 131, 925–971. https://doi.org/10.1037/0033-2909.131.6.925
Roberts, J. A., & David, M. E. (2023). Instagram and TikTok flow states and their association with psychological well-being. Cyberpsychology, Behavior, and Social Networking, 26(2), 80-89. https://doi.org/10.1089/cyber.2022.0117
Rojas de Francisco, L., López-Sintas, J., & García-Álvarez, E. (2016). Social leisure in the digital age. Loisir et Société / Society and Leisure, 39(2), 258–273. https://doi.org/10.1080/07053436.2016.1198598
Sadenova, A., Denissova, O., Kozlova, M., Rakhimova, S., Gola, A., & Suieubayeva, S. (2025). Structural equation modeling (SEM) in Jamovi: An example of analyzing the impact of factors on the innovation activity of enterprises. Applied Computer Science, 21(1), 97-110. https://doi.org/10.35784/acs_7037
Schultz, C. S. & McKeown, J. K. (2018). Introduction to the special issue: Toward “digital leisure studies”. Leisure Sciences, 40(4): 223-238. https://doi.org/10.1080/01490400.2018.1441768
Schumacker, E. ve Lomax, G. (2016). A Beginner’s Guide To Structural Equation Modelling. (4th Edt). New York: Psychology Press.
Seligman, M. (2011). Flourish. New York: Simon & Schuster.
Seligman, M. E. P. & Csikszentmihalyi, M., (2000). Positive psychology: an introduction. American Psychologist, 55, 5-14. https://doi.org/10.1007/978-94-017-9088-8_18
Shao, Y., Wu, J., Xu, W., & Zhang, C. (2024). The impact of digital technology use on adolescents’ subjective well-being: The serial mediating role of flow and learning engagement. Medicine, 103(43), e40123. https://doiorg/10.1097/MD.0000000000040123
Sharaievska, I. (2017). Updating the family operating system: A literature review of information communication technology and family leisure. Leisure Sciences, 39(5), 400-414. https://doi.org/10.1080/01490400.2017.1333058
Simsek, K. Y. (2025). Leisure time internet usage habits: generational and country comparison. Managing Sport and Leisure, 1–16. https://doi.org/10.1080/23750472.2025.2466457
Sintas, J. L., De Francisco, L. R., & Álvarez, E. G. (2015). The nature of leisure revisited: An interpretation of digital leisure. Journal of Leisure Research, 47(1), 79-101. https://doi.org/10.1080/00222216.2015.11950352
Sintas, J. L., Rojas de Francisco, L., & García-Álvarez, E. (2017). Home-based digital leisure: Doing the same leisure activities, but digital. Cogent Social Sciences, 3(1), 1309741. https://doi.org/10.1080/23311886.2017.1309741
Soper, D. S. (2024). A-priori sample size calculator for structural equation models [Software]. https://www.danielsoper.com/statcalc
Spracklen, K. (2015). Digital leisure, the internet and popular culture: Communities and identities in a digital age. London: Palgrave Macmillan.
Stefanica, V., Ceylan, H.İ., Mihailescu, L. (2025). Impact of CrossFit intervention on mental health and well-being among first-year law students. Humanities and Social Sciences Communications 12, 971. https://doi.org/10.1057/s41599-025-05311-y
Stollfuß, S. (2020). Communitainment on Instagram: Fitness content and community-driven communication as social media entertainment. SAGE Open, 10(2):1-12. https://doi.org/10.1177/215824402091953
Syamsudin, S., Setyawati, H., Kristiyanto, A., Pramono, H., Wasa, C., & Yambedoan, T. (2025). Analysis of the relationship between traditional sports integration in the digital age: bridging cultural preservation and modern innovation in Inland Papua. Retos, 70, 1182-1205. https://doi.org/10.47197/retos.v70.117183
Takatalo, J., Häkkinen, J., & Nyman, G. (2015). Understanding presence, involvement, and flow in digital games. In Game user experience evaluation (pp. 87-111). Cham: Springer International Publishing.
Tao, H., Zhou, Q., Tian, D., & Zhu, L. (2022). The effect of leisure involvement on place attachment: Flow experience as mediating role. Land, 11(2), 151. https://doi.org/10.3390/land11020151
Telef, B. B. (2013). Psikolojik İyi Oluş Ölçeği: Türkçeye uyarlama, geçerlik ve güvenirlik çalışması. Hacettepe Üniversitesi Eğitim Fakültesi Dergisi, 28(3), 374-384.
Tian, H., Zhou, W., Qiu, Y., & Zou, Z. (2022). The role of recreation specialization and self-efficacy on life satisfaction: the mediating effect of flow experience. International Journal of Environmental Research and Public Health, 19(6), 3243.https://doi.org/10.3390/ijerhp19063243
Tiilikainen, S. (2013). At home with entertainment: changing uses, places and meanings of digital entertainment in family leisure. (Master’s thesis), Helsinki: Faculty of Social Sciences, University of Helsinki.
Tse, D. C., Nakamura, J., & Csikszentmihalyi, M. (2021). Living well by “flowing’well: The indirect effect of autotelic personality on well-being through flow experience. The Journal of Positive Psychology, 16(3), 310-321. https://doi.org/10.1080/17439760.2020.1716055
Twenge, J. M. (2019). More time on technology, less happiness? Associations between digital-media use and psychological well-being. Current Directions in Psychological Science, 28(4), 372-379. https://doi.org/10.1177/0963721419838244
Wang, J., & Tian, H. (2024). Serious leisure and successful aging among elderly air volleyball players: examining the mediating role of social support and flow experience. Frontiers in Psychology, 15, 1403373. https://doi.org/10.3389/fpsyg.2024.1403373
Zhang, C., Tang, L. & Liu, Z. How social media usage affects psychological and subjective well-being: testing a moderated mediation model. BMC Psychology 11, 286 (2023). https://doi.org/10.1186/s40359-023-01311-2
Downloads
Publicado
Edição
Secção
Licença
Direitos de Autor (c) 2026 Batuhan Er, Recep Cengiz

Este trabalho encontra-se publicado com a Licença Internacional Creative Commons Atribuição-NãoComercial-SemDerivações 4.0.
Autores que publicam nesta revista concordam com os seguintes termos:
- Autores mantém os direitos autorais e assegurar a revista o direito de ser a primeira publicação da obra como licenciado sob a Licença Creative Commons Attribution que permite que outros para compartilhar o trabalho com o crédito de autoria do trabalho e publicação inicial nesta revista.
- Os autores podem estabelecer acordos adicionais separados para a distribuição não-exclusiva da versão do trabalho publicado na revista (por exemplo, a um repositório institucional, ou publicá-lo em um livro), com reconhecimento de autoria e publicação inicial nesta revista.
- É permitido e os autores são incentivados a divulgar o seu trabalho por via electrónica (por exemplo, em repositórios institucionais ou no seu próprio site), antes e durante o processo de envio, pois pode gerar alterações produtivas, bem como a uma intimação mais Cedo e mais do trabalho publicado (Veja O Efeito do Acesso Livre) (em Inglês).
Esta revista é a "política de acesso aberto" de Boai (1), apoiando os direitos dos usuários de "ler, baixar, copiar, distribuir, imprimir, pesquisar, ou link para os textos completos dos artigos". (1) http://legacy.earlham.edu/~peters/fos/boaifaq.htm#openaccess