Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences

Fuente: arXiv
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Main Authors: Seaborn, Katie, Iseya, Satoru, Hidaka, Shun, Kobuki, Sota, Chandra, Shruti
Format: Preprint
Published: 2024
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author Seaborn, Katie
Iseya, Satoru
Hidaka, Shun
Kobuki, Sota
Chandra, Shruti
author_facet Seaborn, Katie
Iseya, Satoru
Hidaka, Shun
Kobuki, Sota
Chandra, Shruti
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2405_08240
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences
Seaborn, Katie
Iseya, Satoru
Hidaka, Shun
Kobuki, Sota
Chandra, Shruti
Human-Computer Interaction
Computers and Society
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.
title Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences
topic Human-Computer Interaction
Computers and Society
url https://arxiv.org/abs/2405.08240