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

Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-328136
  • 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., experiencesOver 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.zeige mehrzeige weniger

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Autor(en): Daniel Possler, Nicholas David Bowman, Rowan Daneels
URN:urn:nbn:de:bvb:20-opus-328136
Dokumentart:Artikel / Aufsatz in einer Zeitschrift
Institute der Universität:Fakultät für Humanwissenschaften (Philos., Psycho., Erziehungs- u. Gesell.-Wissensch.) / Institut Mensch - Computer - Medien
Sprache der Veröffentlichung:Englisch
Titel des übergeordneten Werkes / der Zeitschrift (Englisch):Frontiers in Communication
ISSN:2297-900X
Erscheinungsjahr:2023
Band / Jahrgang:8
Aufsatznummer:1215960
Originalveröffentlichung / Quelle:Frontiers in Communication (2023) 8:1215960. https://doi.org/10.3389/fcomm.2023.1215960
DOI:https://doi.org/10.3389/fcomm.2023.1215960
Allgemeine fachliche Zuordnung (DDC-Klassifikation):0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 005 Computerprogrammierung, Programme, Daten
Freie Schlagwort(e):eudaimonia; game layers; interactivity; theory; video games
Datum der Freischaltung:10.05.2024
Datum der Erstveröffentlichung:22.09.2023
Lizenz (Deutsch):License LogoCC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International