Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences

Detalhes bibliográficos
Autor(a) principal: Daneels, Rowan
Data de Publicação: 2021
Outros Autores: Malliet, Steven, Geerts, Lieven, Denayer, Natalie, Walrave, Michel, Vandebosch, Heidi
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.17645/mac.v9i1.3205
Resumo: Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking systematic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. These key aspects, in turn, are enhanced by clean player interfaces, graphically realistic characters, close camera perspectives, tone-appropriate soundtrack scores, and both narrative-enhancing (e.g., God of War’s health mechanic) and choice-enhancing mechanics (e.g., Detroit: Become Human’s flowchart). Eudaimonic experiences were also found to evolve throughout the game, with more powerful experiences occurring near the end of the game and some narrative themes fueling the eudaimonic flow of experiences throughout the overall game narrative. This study adds to academic research studying digital games by suggesting an innovative methodological approach that provides a detailed, integrative, and dynamic perspective on eudaimonic game experiences.
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spelling Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiencesdigital games; dynamic approach; eudaimonic entertainment experiences; games; mechanics; narratives; qualitative game analysisEmerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking systematic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. These key aspects, in turn, are enhanced by clean player interfaces, graphically realistic characters, close camera perspectives, tone-appropriate soundtrack scores, and both narrative-enhancing (e.g., God of War’s health mechanic) and choice-enhancing mechanics (e.g., Detroit: Become Human’s flowchart). Eudaimonic experiences were also found to evolve throughout the game, with more powerful experiences occurring near the end of the game and some narrative themes fueling the eudaimonic flow of experiences throughout the overall game narrative. This study adds to academic research studying digital games by suggesting an innovative methodological approach that provides a detailed, integrative, and dynamic perspective on eudaimonic game experiences.Cogitatio2021-01-06info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v9i1.3205oai:ojs.cogitatiopress.com:article/3205Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 49-612183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/3205https://doi.org/10.17645/mac.v9i1.3205https://www.cogitatiopress.com/mediaandcommunication/article/view/3205/3205https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3205/1443Copyright (c) 2021 Rowan Daneels, Steven Malliet, Lieven Geerts, Natalie Denayer, Michel Walrave, Heidi Vandeboschhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDaneels, RowanMalliet, StevenGeerts, LievenDenayer, NatalieWalrave, MichelVandebosch, Heidi2022-12-20T10:57:58Zoai:ojs.cogitatiopress.com:article/3205Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:20:36.746262Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
title Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
spellingShingle Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
Daneels, Rowan
digital games; dynamic approach; eudaimonic entertainment experiences; games; mechanics; narratives; qualitative game analysis
title_short Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
title_full Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
title_fullStr Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
title_full_unstemmed Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
title_sort Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
author Daneels, Rowan
author_facet Daneels, Rowan
Malliet, Steven
Geerts, Lieven
Denayer, Natalie
Walrave, Michel
Vandebosch, Heidi
author_role author
author2 Malliet, Steven
Geerts, Lieven
Denayer, Natalie
Walrave, Michel
Vandebosch, Heidi
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Daneels, Rowan
Malliet, Steven
Geerts, Lieven
Denayer, Natalie
Walrave, Michel
Vandebosch, Heidi
dc.subject.por.fl_str_mv digital games; dynamic approach; eudaimonic entertainment experiences; games; mechanics; narratives; qualitative game analysis
topic digital games; dynamic approach; eudaimonic entertainment experiences; games; mechanics; narratives; qualitative game analysis
description Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the dynamic nature of eudaimonic experiences. The current study takes a novel approach to eudaimonic game research by conducting a qualitative game analysis of three games (Assassin’s Creed Odyssey, Detroit: Become Human, and God of War) and taking systematic notes on game experiences shortly after playing. Results reveal that emotionally moving, reflective, and elevating eudaimonic experiences were elicited when gameplay notes suggested a strong involvement with the game’s narrative and characters (i.e., narrative engagement) and, in some cases, narrative-impacting choices. These key aspects, in turn, are enhanced by clean player interfaces, graphically realistic characters, close camera perspectives, tone-appropriate soundtrack scores, and both narrative-enhancing (e.g., God of War’s health mechanic) and choice-enhancing mechanics (e.g., Detroit: Become Human’s flowchart). Eudaimonic experiences were also found to evolve throughout the game, with more powerful experiences occurring near the end of the game and some narrative themes fueling the eudaimonic flow of experiences throughout the overall game narrative. This study adds to academic research studying digital games by suggesting an innovative methodological approach that provides a detailed, integrative, and dynamic perspective on eudaimonic game experiences.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-06
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https://doi.org/10.17645/mac.v9i1.3205
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https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3205/1443
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dc.source.none.fl_str_mv Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 49-61
2183-2439
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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