Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences
May 13, 2024 Β· Declared Dead Β· π International Conference on Human Factors in Computing Systems
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Authors
Katie Seaborn, Satoru Iseya, Shun Hidaka, Sota Kobuki, Shruti Chandra
arXiv ID
2405.08240
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.CY
Citations
3
Venue
International Conference on Human Factors in Computing Systems
Last Checked
4 months ago
Abstract
Maldaimonic game experiences occur when people engage in personally fulfilling play through egocentric, destructive, and/or exploitative acts. Initial qualitative work verified this orientation and experiential construct for English-speaking Westerners. In this comparative mixed methods study, we explored whether and how maldaimonic game experiences and orientations play out in Japan, an Eastern gaming capital that may have cultural values incongruous with the Western philosophical basis underlying maldaimonia. We present findings anchored to the initial frameworks on maldaimonia in game experiences that show little divergence between the Japanese and US cohorts. We also extend the qualitative findings with quantitative measures on affect, player experience, and the related constructs of hedonia and eudaimonia. We confirm this novel construct for Japan and set the stage for scale development.
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