Publicação
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research
| 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. |
|---|---|
| Autores principais: | Daneels, Rowan |
| Outros Autores: | Bowman, Nicholas D.; Possler, Daniel; Mekler, Elisa D. |
| Assunto: | appreciation; digital games; emotional challenge; emotionally moved; eudaimonia; meaningfulness; media entertainment; self-reflection; social connectedness |
| Ano: | 2021 |
| País: | Portugal |
| Tipo de documento: | artigo |
| Tipo de acesso: | unknown |
| Instituição associada: | Cogitatio Press |
| Idioma: | inglês |
| Origem: | Media and Communication |
Registos relacionados
article Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
por: Daneels, Rowan
Publicado em: (2021)
por: Daneels, Rowan
Publicado em: (2021)
article Empowered by the Experience: Playing as Female Characters in Video Games
por: Lynch, Teresa
Publicado em: (2025)
por: Lynch, Teresa
Publicado em: (2025)
article Games and Game Studies Are Meaningful—Are They?
por: Reer, Felix
Publicado em: (2025)
por: Reer, Felix
Publicado em: (2025)
article The Bright and Dark Side of Eudaimonic Emotions: A Conceptual Framework
por: Landmann, Helen
Publicado em: (2021)
por: Landmann, Helen
Publicado em: (2021)
book Emotional Gaming
por: Madeira, Filipa
Publicado em: (2013)
por: Madeira, Filipa
Publicado em: (2013)
article Hedonic and eudaimonic well-being in old age through positive psychology studies: a scoping review
por: Araújo, Lia
Publicado em: (2017)
por: Araújo, Lia
Publicado em: (2017)
article Capturing eudaimonic feelings in tourism experience: A construct proposal and preliminary empirical evidence
por: Medeiros, Sandro Alves de
Publicado em: (2023)
por: Medeiros, Sandro Alves de
Publicado em: (2023)
article Examining the antecedents and outcomes of satisfaction in film festival context: further evidence of validity of the eudaimonic feelings construct
por: Medeiros, Sandro Alves de
Publicado em: (2023)
por: Medeiros, Sandro Alves de
Publicado em: (2023)
article Running Head: Video Game Nostalgia and Retro Gaming
por: Wulf, Tim
Publicado em: (2018)
por: Wulf, Tim
Publicado em: (2018)
school Comparing hedonic and eudaimonic orientations with an active approach toward personal growth: the mediating effect of mindfulness
por: Jansson, Maria Elisabeth
Publicado em: (2022)
por: Jansson, Maria Elisabeth
Publicado em: (2022)
article Developing Emotional Intelligence with a Game: The League of Emotions Learners Approach
por: Santos, Jaione
Publicado em: (2021)
por: Santos, Jaione
Publicado em: (2021)
article Felicidade hedónica e eudaimónica : Um estudo com adolescentes portugueses
por: Freire, Teresa
Publicado em: (2013)
por: Freire, Teresa
Publicado em: (2013)
article Interpersonal closeness and morality predict feelings of being moved
por: Seibt, C.
Publicado em: (2017)
por: Seibt, C.
Publicado em: (2017)
article LIFEisGAME prototype: A serious game about emotions for children with autism spectrum disorders.
por: Alves, Samanta
Publicado em: (2013)
por: Alves, Samanta
Publicado em: (2013)
article A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder
por: Schatto-Eckrodt, Tim
Publicado em: (2020)
por: Schatto-Eckrodt, Tim
Publicado em: (2020)
article The Relationships Between Defenses and Experiences of Depression: An Exploratory Study
por: Campos, Rui C.
Publicado em: (2012)
por: Campos, Rui C.
Publicado em: (2012)
article Between Evidence and Emotions: Emotional Appeals in Science Communication
por: Taddicken, Monika
Publicado em: (2020)
por: Taddicken, Monika
Publicado em: (2020)
article Parasocial Interactions in Otome Games: Emotional Engagement and Parasocial Intimacy Among Chinese Female Players
por: Gao, Hao
Publicado em: (2025)
por: Gao, Hao
Publicado em: (2025)
groups Successor Selection in family firms: A game theory approach
por: Bañegil Palacios, Tomás M.
Publicado em: (2018)
por: Bañegil Palacios, Tomás M.
Publicado em: (2018)
article Felicidade Hedónica e Eudaimónica: um estudo com adolescentes portugueses
por: Freire, Teresa
Publicado em: (2014)
por: Freire, Teresa
Publicado em: (2014)
book Serious games & emotional competence in higher education
por: Gomes, Lisa
Publicado em: (2024)
por: Gomes, Lisa
Publicado em: (2024)
article Children’s perspectives on using serious games as a complement to promoting their social–emotional skills
por: Menezes, Paulo
Publicado em: (2022)
por: Menezes, Paulo
Publicado em: (2022)
article ‘A Shared Reality between a Journalist and the Audience’: How Live Journalism Reimagines News Stories
por: Ruotsalainen, Juho
Publicado em: (2021)
por: Ruotsalainen, Juho
Publicado em: (2021)
school Equilibrando o jogo: um estudo sobre e-sports e o bem-estar de jogadores profissionais e casuais
por: Hering, Isadora de Souza Meneghetti Cabral Zambaldi
Publicado em: (2023)
por: Hering, Isadora de Souza Meneghetti Cabral Zambaldi
Publicado em: (2023)
book Interactive musical games–action research with a group of elderly people
por: Correia Castilho, Luísa
Publicado em: (2025)
por: Correia Castilho, Luísa
Publicado em: (2025)
article Dr. Bailey: An exemplar of critical care
por: Norum, Karen E.
Publicado em: (2007)
por: Norum, Karen E.
Publicado em: (2007)
science Emotional profile of athletes before competition: contributions for perceived stress, cognitive appraisal and coping strategies
por: Nogueira, José Miguel
Publicado em: (2025)
por: Nogueira, José Miguel
Publicado em: (2025)
school A proposal for a framework for serious game development based on entertainment game design
por: Almeida, Ricardo Francisco Vilelas de
Publicado em: (2015)
por: Almeida, Ricardo Francisco Vilelas de
Publicado em: (2015)
groups Diving into a decade of games for health research: a systematic review
por: Silva, Paula Alexandra
Publicado em: (2021)
por: Silva, Paula Alexandra
Publicado em: (2021)
science Towards an automated approach for understanding problematic gaming
por: Afonso, Ana Paula
Publicado em: (2024)
por: Afonso, Ana Paula
Publicado em: (2024)
article Development of a virtual reality escape room game for emotion elicitation
por: Oliveira, Inês
Publicado em: (2023)
por: Oliveira, Inês
Publicado em: (2023)
article Avaliação da usabilidade de um Role-Playing Game desenvolvido em Scratch
por: Ferraz, Daniela
Publicado em: (2013)
por: Ferraz, Daniela
Publicado em: (2013)
article Emotional self-regulation, virtual reality and neurofeedback
por: Pinheiro, Joana
Publicado em: (2021)
por: Pinheiro, Joana
Publicado em: (2021)
school Connectedness to nature and sustainable intention : measuring nature connectedness and the role of self in consumption behavior
por: Spilker, Gwen
Publicado em: (2024)
por: Spilker, Gwen
Publicado em: (2024)
article Serious games assisted by playware as a way to improve socio-emotional skills in children with autism spectrum disorder
por: Azevedo, José Pedro Coelho
Publicado em: (2018)
por: Azevedo, José Pedro Coelho
Publicado em: (2018)
article Towards older adults cognitive and emotional stimulation via robotic cognitive games
por: Cesário, Patrícia
Publicado em: (2019)
por: Cesário, Patrícia
Publicado em: (2019)
article From healthy play to gaming disorder: Psychological profiles from emotional regulation and motivational factors
por: Castro, Cátia Martins e
Publicado em: (2025)
por: Castro, Cátia Martins e
Publicado em: (2025)
book Strategies for fostering wellbeing within family
por: Veiga-Branco, Augusta
Publicado em: (2018)
por: Veiga-Branco, Augusta
Publicado em: (2018)
school Sonification of gaming experiences
por: Gomes, Eduardo Câmara
Publicado em: (2018)
por: Gomes, Eduardo Câmara
Publicado em: (2018)
school Analysing the modern video game industry and Assassin´s Creed Origins case analysis: Learning with video games
por: Teixeira, Diogo Martins
Publicado em: (2021)
por: Teixeira, Diogo Martins
Publicado em: (2021)
Registos relacionados
-
article Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
por: Daneels, Rowan
Publicado em: (2021) -
article Empowered by the Experience: Playing as Female Characters in Video Games
por: Lynch, Teresa
Publicado em: (2025) -
article Games and Game Studies Are Meaningful—Are They?
por: Reer, Felix
Publicado em: (2025) -
article The Bright and Dark Side of Eudaimonic Emotions: A Conceptual Framework
por: Landmann, Helen
Publicado em: (2021) -
book Emotional Gaming
por: Madeira, Filipa
Publicado em: (2013)