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date: 06 February 2025

Video Games as Meaningful or Eudaimonic Experienceslocked

Video Games as Meaningful or Eudaimonic Experienceslocked

  • Daniel PosslerDaniel PosslerInstitute for Human-Computer-Media, Julius-Maximilians-Universität Würzburg

Summary

Research on meaningful or eudaimonic gaming experiences explores players’ profound responses to video games. It rests on the observation that video games have ‘grown up’ in the 2000s and 2010s. While the medium traditionally aimed at providing fun, modern games increasingly afford meaningful experiences, for example by addressing serious topics (e.g., loss). Drawing on philosophical and psychological well-being research, these meaningful experiences are often termed “eudaimonic.” Beyond this shared categorization, however, no consensual definition of eudaimonic/meaningful gaming experiences has yet been developed. Instead, various competing and partially overlapping conceptualizations exist in the literature, including (a) appreciation, (b) the covariation of meaningfulness, being emotionally moved or challenged, and self-reflection, (c) deep social connectedness, and (d) specific emotional responses (e.g., nostalgia, awe). The formation of eudaimonic/meaningful gaming experiences has mostly been attributed to game characteristics, including (1) game mechanics that allow rare performances or promote reflection by disrupting players’ gameplay expectations; (2) narratives that address emotionally challenging topics, feature moral dilemmas, or facilitate deep social bonds with game characters; (3) multiplayer features that enable cooperative interactions with close co-players; and (4) game aesthetics that facilitate awe or aesthetic contemplation. In contrast, little is known about how player characteristics affect the formation of eudaimonic/meaningful gaming experiences. Similarly, research on the effects of these experiences is sparse. However, initial studies suggest that eudaimonic/meaningful experiences may benefit players beyond gaming by increasing their well-being or promoting pro-social behavior. Additionally, eudaimonic/meaningful gaming experiences appear to have a motivationalappeal, as preliminary studies suggest that seeking such experiences can motivate playing games in general and specific titles in particular. Overall, this burgeoning line of research is still in its infancy but has already provided valuable insights into the quality and formation of eudaimonic/meaningful experiences in interactive media and the attraction and positive effects of video games.

Subjects

  • Communication and Technology
  • Communication Theory
  • Mass Communication

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