Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
Autor(a) principal: | |
---|---|
Data de Publicação: | 2021 |
Outros Autores: | , , , , |
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. |
id |
RCAP_66ca4ee66064620d8445538b2c45009f |
---|---|
oai_identifier_str |
oai:ojs.cogitatiopress.com:article/3205 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
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 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://doi.org/10.17645/mac.v9i1.3205 oai:ojs.cogitatiopress.com:article/3205 |
url |
https://doi.org/10.17645/mac.v9i1.3205 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/3205 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/3205 https://doi.org/10.17645/mac.v9i1.3205 https://www.cogitatiopress.com/mediaandcommunication/article/view/3205/3205 https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3205/1443 |
dc.rights.driver.fl_str_mv |
http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
http://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Cogitatio |
publisher.none.fl_str_mv |
Cogitatio |
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) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
|
_version_ |
1799130654203445248 |