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Flow is described as the state when the group is “clicking” or in “synch” and everything in the
group is coming “naturally”. Sawyer RK, Group creativity. Musical performance and collabora-
tion. Psychology of Music. 2006, pages 157-158. Group Flow research has described it as: “…a
collective state that occurs when a group is performing at the peak of their abilities…” resulting
in group peak performance. The Journal of Mathematical Behavior. 2008, page 102. It has been
found to have a “contagion effect” with the group sharing the same work experience together.
Bakker AB, Oerlemans W, Demerouti E, Slot BB, Ali DK. Flow and performance. A study among
talented Dutch soccer players. Psychology of Sport and Exercise. 2011. The outcome of Group
Flow has been shown in improved performance and harmony with clear and purposeful com-
munication with friction as an opportunity to achieve balance. Gaggioli A, Milani L, Mazzoni E,
Riva G, Networked Flow. A framework for understanding the dynamics of creative collaboration
in educational and training settings. The Open Education Journal. 2011. Empirical studies in
Group Flow show that it requires knowing each other and having an active
connection. Kaye LK, Exploring flow experiences in cooperative digital gaming contexts.
Computers in Human Behavior. 2016; 55: 286–29; Kaye LK, Bryce J, Putting the “fun factor”
into gaming. The influence of social contexts on experiences of playing videogames.
International Journal of Internet Science. 2012; 7: 23–26. With those present, the studies show
that the outcomes achieve well-being and collective efficacy. Zumeta L, Basabe N, Wlodarczyk
A, Bobowik M, Paez D, Shared flow and positive collective gatherings. Anales de Psicologı a.
2016; 32: 717–727; Salanova M, Rodriguez- Sanchez AM, Schaufeli WB, Cifre E, Flowing
together. A longitudinal study of collective efficacy and collective flow among workgroups. The
Journal of Psychology. 2014; 148: 435–455.
Koherence is a theory and set of principles springing out of Flow and Group Flow to cultivate
an Active+Connected+Present state of Group Flow. The principles of being Active+Present
achieve Flow; being Connected+Present achieve Empathy; and being Connected+Active
achieve Service. Together these connections can achieve sustained state of Group Flow when
they are combined with actions of Integrity, Intention or Purpose, Grace and Authenticity. This
allows expand their field of awareness from self to group and community to connect to highest
performance together.
Leadership today is driven with the need for team alignment to gain peak performance tied to
the team vision and mission. With teams having less direct interaction and more digital interac-
tion, the connected experience has become more challenging resulting in diminished empathy,
diminished resilience and slower cognitive reaction time and performance. Group Flow is
shown to achieve peak performance of an activity and Koherence is designed to sustain it.
Late Shift is an interactive crime thriller with the player making constant quick high stakes deci-
sions designed to increase the “firing and wiring” of making decisions for increased cognitive
reaction time under simulated stress situations. The game play results include showing the role
skill strengths of the player to the individual and team. This results in gaining understanding
which leads to respect and acceptance which leads to empathy which leads to trust. In the
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