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arXiv 2310.04733cs.HC
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有意义的游玩与恶意的愉悦:探索恶趣(maldaimonic)游戏用户体验

Meaningful play and malicious delight: Exploring maldaimonic game UX

Katie Seaborn, Satoru Iseya

AI总结:

本研究提出maldaimonia(恶趣)体验概念,以电子游戏为场景,通过分析游戏活动的批判性自我报告,证实该体验作为游戏用户体验特征的存在,为游戏研究的“黑暗游玩”领域贡献新构念。

摘要:

Maldaimonia(恶趣)是一个新的体验概念,指通过自我中心的、破坏性的和/或剥削性的活动实现自我实现与自我表达。目前尚不清楚maldaimonia是否是真实体验的实际面向。作为一种颠覆性取向,它可能较为罕见,或难以被公开讨论。不过,电子游戏提供了一个空间,让人们能以不同方式表达自我,且不会承受现实生活中的同类后果。实际上,游戏空间可能是少数能研究maldaimonic体验的场景之一。本研究通过分析游戏活动的批判性自我报告,检验了maldaimonia是否以及如何作为游戏用户体验的特征存在,并证实了其存在。我们为游戏研究中“黑暗游玩”相关工作贡献了这一新构念。

英文摘要:

Maldaimonia is a new experiential concept that refers to self-actualization and self-expression through egocentric, destructive, and/or exploitative activities. Still, it is unclear whether maldaimonia is an actual facet of real experience. As a subversive orientation, it may be rare or socially challenging to discuss openly. However, video games provide a space in which people can be expressive in different ways without the same repercussions as in real life. Indeed, game spaces may be one of the few contexts in which to study maldaimonic experiences. In this study, we examined whether and how maldaimonia exists as a feature of game user experiences by analyzing critical self-reports of gaming activities, confirming its existence. We contribute this new construct to work on "dark play" in games research.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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