The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research
Autor(a) principal: | |
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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.v9i2.3824 |
Resumo: | Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution, games research has also started to consider more deeply affective and cognitive reactions that resemble the broad notion of eudaimonia, with work already being done in communication studies and media psychology as well as in human–computer interaction. These studies offer a large variety of concepts to describe such eudaimonic reactions—including eudaimonia, meaningfulness, appreciation, and self-transcendence—which are frequently used as synonyms as they represent aspects not captured by the traditional hedonic focus on enjoyment. However, these concepts are potentially confusing to work with as they might represent phenomenological distinct experiences. In this scoping review, we survey 82 publications to identify different concepts used in digital gaming research to represent eudaimonia and map out how these concepts relate to each other. The results of this scoping review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful, emotionally moving/challenging, and self-reflective experiences; (3) the unique potential of digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related concepts (e.g., nostalgia, well-being, elevation). This review provides a conceptual map of the current research landscape on eudaimonic game entertainment experiences and outlines recommendations for future scholarship, including how a focus on digital games contributes to a more comprehensive understanding of eudaimonic media experiences broadly. |
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The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Researchappreciation; digital games; emotional challenge; emotionally moved; eudaimonia; meaningfulness; media entertainment; self-reflection; social connectednessDigital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution, games research has also started to consider more deeply affective and cognitive reactions that resemble the broad notion of eudaimonia, with work already being done in communication studies and media psychology as well as in human–computer interaction. These studies offer a large variety of concepts to describe such eudaimonic reactions—including eudaimonia, meaningfulness, appreciation, and self-transcendence—which are frequently used as synonyms as they represent aspects not captured by the traditional hedonic focus on enjoyment. However, these concepts are potentially confusing to work with as they might represent phenomenological distinct experiences. In this scoping review, we survey 82 publications to identify different concepts used in digital gaming research to represent eudaimonia and map out how these concepts relate to each other. The results of this scoping review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful, emotionally moving/challenging, and self-reflective experiences; (3) the unique potential of digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related concepts (e.g., nostalgia, well-being, elevation). This review provides a conceptual map of the current research landscape on eudaimonic game entertainment experiences and outlines recommendations for future scholarship, including how a focus on digital games contributes to a more comprehensive understanding of eudaimonic media experiences broadly.Cogitatio2021-05-06info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v9i2.3824oai:ojs.cogitatiopress.com:article/3824Media and Communication; Vol 9, No 2 (2021): The Good, the Bad, and the Ugly: Inspirational Media between Meaning, Narration, and Manipulation; 178-1902183-2439reponame: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/3824https://doi.org/10.17645/mac.v9i2.3824https://www.cogitatiopress.com/mediaandcommunication/article/view/3824/3824https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3824/1479Copyright (c) 2021 Rowan Daneels, Nicholas D. Bowman, Daniel Possler, Elisa D. Meklerhttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDaneels, RowanBowman, Nicholas D.Possler, DanielMekler, Elisa D.2022-12-20T10:57:55Zoai:ojs.cogitatiopress.com:article/3824Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:20:35.682052Repositório 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 |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
title |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
spellingShingle |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research Daneels, Rowan appreciation; digital games; emotional challenge; emotionally moved; eudaimonia; meaningfulness; media entertainment; self-reflection; social connectedness |
title_short |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
title_full |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
title_fullStr |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
title_full_unstemmed |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
title_sort |
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research |
author |
Daneels, Rowan |
author_facet |
Daneels, Rowan Bowman, Nicholas D. Possler, Daniel Mekler, Elisa D. |
author_role |
author |
author2 |
Bowman, Nicholas D. Possler, Daniel Mekler, Elisa D. |
author2_role |
author author author |
dc.contributor.author.fl_str_mv |
Daneels, Rowan Bowman, Nicholas D. Possler, Daniel Mekler, Elisa D. |
dc.subject.por.fl_str_mv |
appreciation; digital games; emotional challenge; emotionally moved; eudaimonia; meaningfulness; media entertainment; self-reflection; social connectedness |
topic |
appreciation; digital games; emotional challenge; emotionally moved; eudaimonia; meaningfulness; media entertainment; self-reflection; social connectedness |
description |
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution, games research has also started to consider more deeply affective and cognitive reactions that resemble the broad notion of eudaimonia, with work already being done in communication studies and media psychology as well as in human–computer interaction. These studies offer a large variety of concepts to describe such eudaimonic reactions—including eudaimonia, meaningfulness, appreciation, and self-transcendence—which are frequently used as synonyms as they represent aspects not captured by the traditional hedonic focus on enjoyment. However, these concepts are potentially confusing to work with as they might represent phenomenological distinct experiences. In this scoping review, we survey 82 publications to identify different concepts used in digital gaming research to represent eudaimonia and map out how these concepts relate to each other. The results of this scoping review revealed four broad conceptual patterns: (1) appreciation as an overarching (yet imprecise) eudaimonic outcome of playing digital games; (2) covariation among meaningful, emotionally moving/challenging, and self-reflective experiences; (3) the unique potential of digital games to afford eudaimonic social connectedness; and (4) other eudaimonia-related concepts (e.g., nostalgia, well-being, elevation). This review provides a conceptual map of the current research landscape on eudaimonic game entertainment experiences and outlines recommendations for future scholarship, including how a focus on digital games contributes to a more comprehensive understanding of eudaimonic media experiences broadly. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-05-06 |
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.v9i2.3824 oai:ojs.cogitatiopress.com:article/3824 |
url |
https://doi.org/10.17645/mac.v9i2.3824 |
identifier_str_mv |
oai:ojs.cogitatiopress.com:article/3824 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://www.cogitatiopress.com/mediaandcommunication/article/view/3824 https://doi.org/10.17645/mac.v9i2.3824 https://www.cogitatiopress.com/mediaandcommunication/article/view/3824/3824 https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/3824/1479 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2021 Rowan Daneels, Nicholas D. Bowman, Daniel Possler, Elisa D. Mekler http://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2021 Rowan Daneels, Nicholas D. Bowman, Daniel Possler, Elisa D. Mekler 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 2 (2021): The Good, the Bad, and the Ugly: Inspirational Media between Meaning, Narration, and Manipulation; 178-190 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 |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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