Abstract: Over the past years, scholars have explored eudaimonic video game experiences-profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation of such eudaimonic gaming experiences has been developed across multiple disciplines, making it difficult to keep track of the state of theory development. Hence, we present a theoretical overview of these explanations. We first provide a working definition of eudaimonic gaming experiences (i.e., experiences that reflect human virtues and encourage players to develop their potential as human beings fully) and outline four layers of video games-agency, narrative, sociality, and aesthetics-that fo...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
The consumption of virtual items and other forms of in‐game content is rapidly increasing in the Mas...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure t...
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure t...
Emerging research has suggested that digital games can generate entertainment experiences beyond hed...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
Research on the emotional experience of playing videogames has increased in recent years, yet much o...
Research on the emotional experience of playing videogames has increased in recent years, yet much o...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and pl...
Past research has looked into meaningfulness in video game narratives, as well as meaningful play. H...
This paper intends to give an overview on the conception and design of video games, based on a narra...
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and pl...
Existing studies on video gaming experiences often highlight psychological constructs of gameplay or...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
The consumption of virtual items and other forms of in‐game content is rapidly increasing in the Mas...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure t...
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure t...
Emerging research has suggested that digital games can generate entertainment experiences beyond hed...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
Research on the emotional experience of playing videogames has increased in recent years, yet much o...
Research on the emotional experience of playing videogames has increased in recent years, yet much o...
The nascent growth of videogames has led to great leaps in technical understanding in how to create ...
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and pl...
Past research has looked into meaningfulness in video game narratives, as well as meaningful play. H...
This paper intends to give an overview on the conception and design of video games, based on a narra...
Digital game experience is not a one-dimensional concept. Great variety exists in game genres and pl...
Existing studies on video gaming experiences often highlight psychological constructs of gameplay or...
Video gaming is often understood and narrated as an 'experience', and we would suggest that this is ...
The consumption of virtual items and other forms of in‐game content is rapidly increasing in the Mas...
Accounts of video game play developed from an ethnomethodological and conversation analytic perspect...