TY - JOUR A1 - Possler, Daniel A1 - Bowman, Nicholas David A1 - Daneels, Rowan T1 - Explaining the formation of eudaimonic gaming experiences: a theoretical overview and systemization based on interactivity and game elements JF - Frontiers in Communication N2 - 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. KW - video games KW - interactivity KW - eudaimonia KW - theory KW - game layers Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-328136 SN - 2297-900X VL - 8 ER - TY - JOUR A1 - Hohm, Anna A1 - Happel, Oliver A1 - Hurtienne, Jörn A1 - Grundgeiger, Tobias T1 - User experience in safety–critical domains: a survey on motivational orientations and psychological need satisfaction in acute care JF - Cognition, Technology & Work N2 - The relevance of user experience in safety–critical domains has been questioned and lacks empirical investigation. Based on previous studies examining user experience in consumer technology, we conducted an online survey on positive experiences with interactive technology in acute care. The participants of the study consisted of anaesthesiologists, nurses, and paramedics (N = 55) from three German cities. We report qualitative and quantitative data examining (1) the relevance and notion of user experience, (2) motivational orientations and psychological need satisfaction, and (3) potential correlates of hedonic, eudaimonic, and extrinsic motivations such as affect or meaning. Our findings reveal that eudaimonia was the most salient aspect in these experiences and that the relevance of psychological needs is differently ranked than in experiences with interactive consumer technology. We conclude that user experience should be considered in safety–critical domains, but research needs to develop further tools and methods to address the domain-specific requirements. KW - user experience KW - healthcare KW - eudaimonia KW - hedonia KW - need satisfaction KW - meaning Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-324486 SN - 1435-5558 VL - 24 IS - 2 ER -