Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences

要旨

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.

著者
Katie Seaborn
Tokyo Institute of Technology, Tokyo, Japan
Satoru Iseya
Tokyo Tech, Meguro-ku, Tokyo, Japan
Shun Hidaka
Tokyo Institute of Technology, Meguro, Tokyo, Japan
Sota Kobuki
Tokyo Institute of Technology, Meguro, Tokyo, Japan
Shruti Chandra
University of Waterloo, Kitchener, Ontario, Canada
論文URL

doi.org/10.1145/3613904.3642273

動画

会議: CHI 2024

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2024.acm.org/)

セッション: Remote Presentations: Highlight on Interaction and Cultures

Remote Sessions
9 件の発表
2024-05-13 18:00:00
2024-05-14 02:20:00