2021
DOI: 10.1007/978-3-030-89394-1_17
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How Awe Affects Players’ Entertainment Experiences Over Six Weeks of Playing

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Cited by 4 publications
(7 citation statements)
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“…Looking more closely at our themes to address RQ1 in relation to eudaimonic expectations, only a single theme could be interpreted as directly related to having eudaimonic experiences—the theme of “personal meaning” understood as complex affective responses (see Daneels et al, 2021). However, there are several other themes identifying expectations about game elements that potentially influence or facilitate eudaimonic game reactions (and are thus more indirectly related to eudaimonia), including consequential choices (Bowman et al, 2022; Holl & Melzer, 2022), game aesthetics (Possler & Klimmt, 2021; Possler et al, 2021), game narratives (Oliver et al, 2016; Rogers et al, 2017), and users’ relationships with game characters (Oliver et al, 2016) and with human players (Kümpel & Unkel, 2017; Rogers et al, 2017). The findings, including broader categories and specific themes, examples of each theme, and frequency counts (as % total frequency, sample-wide), are shown in Table 1, with the themes associated with eudaimonia marked in the table…”
Section: Resultsmentioning
confidence: 99%
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“…Looking more closely at our themes to address RQ1 in relation to eudaimonic expectations, only a single theme could be interpreted as directly related to having eudaimonic experiences—the theme of “personal meaning” understood as complex affective responses (see Daneels et al, 2021). However, there are several other themes identifying expectations about game elements that potentially influence or facilitate eudaimonic game reactions (and are thus more indirectly related to eudaimonia), including consequential choices (Bowman et al, 2022; Holl & Melzer, 2022), game aesthetics (Possler & Klimmt, 2021; Possler et al, 2021), game narratives (Oliver et al, 2016; Rogers et al, 2017), and users’ relationships with game characters (Oliver et al, 2016) and with human players (Kümpel & Unkel, 2017; Rogers et al, 2017). The findings, including broader categories and specific themes, examples of each theme, and frequency counts (as % total frequency, sample-wide), are shown in Table 1, with the themes associated with eudaimonia marked in the table…”
Section: Resultsmentioning
confidence: 99%
“…This is a likely consequence of the game's unique design in which players could conceivably visit any location at any time: the game famously allowed players to proceed directly to the final “boss fight” with Calamity Ganon without any further game progression (Kollar, 2016). Most discussions more broadly dealt with engaging the physical game world as a source of enjoyment: “I loved the open world and how the game rewards players for exploration” and “I love exploration and the vast world of Hyrule was a perfect opportunity to do that.” Although not mentioned explicitly, such exploration could also lead to eudaimonia via awe experiences (Possler et al, 2021). Furthermore, it is not surprising that Forza Horizon 5 was absent of any mentions of lore, in-game characters, and consequential choices, and was most often noted for “fun.” The game (and the franchise) is primarily built around collecting, customizing, and racing exotic and unusual cars—all experiences unlikely to align conceptually with eudaimonia.…”
Section: Discussionmentioning
confidence: 99%
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“…Due to the evocative nature of eudaimonic experiences (Bartsch & Hartmann, 2017;Daneels et al, 2021aDaneels et al, , 2021b, it makes sense that video game experiences that are perceived as highly realistic and foster a sense of place could be seen as more eudaimonic. For example, Possler et al (2021) found Fallout 76 players reported high levels of awe for the in-game landscapes, which in turn predicted higher levels of appreciation of the gaming experience.…”
Section: Enjoyment and Appreciation In Historical Video Gamesmentioning
confidence: 99%