Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences

Role-Playing & Narrative GamesChronic Disease Self-Management (Diabetes, Hypertension, etc.)Inclusive DesignGame Developers & DesignersHCI Researchers

Maldaimonic game experiences occur when people engage in personally fulfilling play through egocentric, destructive, and/or exploitative acts. Initial qualitative work verified this orientation and experiential construct for English-speaking Westerners. In this comparative mixed methods study, we explored whether and how maldaimonic game experiences and orientations play out in Japan, an Eastern gaming capital that may have cultural values incongruous with the Western philosophical basis underlying maldaimonia. We present findings anchored to the initial frameworks on maldaimonia in game experiences that show little divergence between the Japanese and US cohorts. We also extend the qualitative findings with quantitative measures on affect, player experience, and the related constructs of hedonia and eudaimonia. We confirm this novel construct for Japan and set the stage for scale development.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/147448/2024

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3613904.3642273
At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2024
emoji_events
Award
No award tagged
group
Authors
5 authors
sell
Subtopics
Role-Playing & Narrative Games, Chronic Disease Self-Management (Diabetes, Hypertension, etc.), Inclusive Design
work
Professions
Game Developers & Designers, HCI Researchers
article
Content Status
Abstract only
hub
Related Papers
0 related papers