56 research outputs found

    Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences

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    Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking systematic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. These key aspects, in turn, are enhanced by clean player interfaces, graphically realistic characters, close camera perspectives, tone-appropriate soundtrack scores, and both narrative-enhancing (e.g., God of War’s health mechanic) and choice-enhancing mechanics (e.g., Detroit: Become Human’s flowchart). Eudaimonic experiences were also found to evolve throughout the game, with more powerful experiences occurring near the end of the game and some narrative themes fueling the eudaimonic flow of experiences throughout the overall game narrative. This study adds to academic research studying digital games by suggesting an innovative methodological approach that provides a detailed, integrative, and dynamic perspective on eudaimonic game experiences

    Explaining the formation of eudaimonic gaming experiences: a theoretical overview and systemization based on interactivity and game elements

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    Over the past years, scholars have explored eudaimonic video game experiences—profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation of such eudaimonic gaming experiences has been developed across multiple disciplines, making it difficult to keep track of the state of theory development. Hence, we present a theoretical overview of these explanations. We first provide a working definition of eudaimonic gaming experiences (i.e., experiences that reflect human virtues and encourage players to develop their potential as human beings fully) and outline four layers of video games—agency, narrative, sociality, and aesthetics—that form the basis for theorizing. Subsequently, we provide an overview of the theoretical approaches, categorizing them based on which of the four game layers their explanation mainly rests upon. Finally, we suggest the contingency of the different theoretical approaches for explaining eudaimonic experiences by describing how their usefulness varies as a function of interactivity. As different types of games offer players various levels of interactivity, our overview suggests which theories and which game layers should be considered when examining eudaimonic experiences for specific game types

    Is this the way? The Mandalorian's moral journey

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    Abstract: This chapter discusses how Djarin\u2019s strict adherence to the Mandalorian creed gradually weakens due to his evolving relationship with Grogu. His sense of morality seemingly shifts from a strong loyalty to the Mandalorian community to loyalty, caring for, and bonding with Grogu. This dynamic is interpreted mainly from a moral psychology approach, which is used to examine which moral values are included in the Mandalorian creed and how Djarin\u2019s moral disposition changes throughout the series. Additionally, a positive psychology perspective addresses how Djarin\u2019s character development throughout the series can be defined as eudaimonic (i.e., focusing on worthwhile aspects of life3,4), improving his well-being mainly due to his growing connection with Grogu as well as his shifting identification as a Mandalorian. This chapter addresses whether and how Djarin\u2019s journey influences his moral values, decision-making, and his adherence of the Mandalorian moral code

    Mediating social media use : connecting parents mediation strategies and social media literacy

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    Increasingly complex and multipurpose social media platforms require digital competences from parents and adolescents alike. While adolescents grow up with social media, parents have more difficulties with them, leading to uncertainties regarding their adolescents’ social media mediation. This study contributes to parental mediation research by (1) investigating whether mediation strategies defined by previous research are also relevant for social media use, and (2) exploring whether parents’ social media literacy is connected to the choice for a certain mediation strategy, as previous research already identified other impact factors such as children’s age or family composition. Using a qualitative research design, we interviewed 14 parents and 13 adolescents from 10 families in Belgium. Results indicate that, consistent with previous research, parents in this study mostly use active mediation focusing on risks and safety on social media. However, some parents monitor their children through social media accounts specifically set up for monitoring, or specialized mobile apps. Furthermore, parents with high (mostly critical) social media literacy choose active mediation over restrictive or technical strategies, recognizing opportunities of social media and letting adolescents explore on their own

    Mediating social media use: Connecting parents’ mediation strategies and social media literacy

    No full text
    Increasingly complex and multipurpose social media platforms require digital competences from parents and adolescents alike. While adolescents grow up with social media, parents have more difficulties with them, leading to uncertainties regarding their adolescents’ social media mediation. This study contributes to parental mediation research by (1) investigating whether mediation strategies defined by previous research are also relevant for social media use, and (2) exploring whether parents’ social media literacy is connected to the choice for a certain mediation strategy, as previous research already identified other impact factors such as children’s age or family composition. Using a qualitative research design, we interviewed 14 parents and 13 adolescents from 10 families in Belgium. Results indicate that, consistent with previous research, parents in this study mostly use active mediation focusing on risks and safety on social media. However, some parents monitor their children through social media accounts specifically set up for monitoring, or specialized mobile apps. Furthermore, parents with high (mostly critical) social media literacy choose active mediation over restrictive or technical strategies, recognizing opportunities of social media and letting adolescents explore on their own
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