Meaningful play and malicious delight: Exploring maldaimonic game UX

October 07, 2023 Β· Declared Dead Β· πŸ› ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play

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Authors Katie Seaborn, Satoru Iseya arXiv ID 2310.04733 Category cs.HC: Human-Computer Interaction Citations 2 Venue ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play Last Checked 4 months ago
Abstract
Maldaimonia is a new experiential concept that refers to self-actualization and self-expression through egocentric, destructive, and/or exploitative activities. Still, it is unclear whether maldaimonia is an actual facet of real experience. As a subversive orientation, it may be rare or socially challenging to discuss openly. However, video games provide a space in which people can be expressive in different ways without the same repercussions as in real life. Indeed, game spaces may be one of the few contexts in which to study maldaimonic experiences. In this study, we examined whether and how maldaimonia exists as a feature of game user experiences by analyzing critical self-reports of gaming activities, confirming its existence. We contribute this new construct to work on "dark play" in games research.
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