Rowan Daneels
Biographic Data
| ID | 216005 |
|---|---|
| NAME | Rowan Daneels |
| GIVEN NAMES | Rowan |
| FAMILY NAME | Daneels |
| SIGNATURE | DANEELS R |
| AFFILIATIONS | University of Antwerp |
| ORCID | 0000-0003-2299-7369 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Bored gamers: Applying the Meaning and Attentional Components model of boredom to digital game selection
Introduction Communication research has typically examined boredom as a negative emotion characterized by low arousal or understimulation. However, this one-dimensional approach to boredom does not resonate with more recent psychological insights, as summarized in the Meaning and Attentional Components (MAC) model. This model proposes several boredom types based on individuals’ attention levels (low versus high cognitive resources) and how meanin…
Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games
Video games are celebrated for their capacity to elicit myriad emotional experiences, from fun and excitement (hedonia) to reflection and contemplation (eudaimonia).Less clear is the extent to which gamers have salient eudaimonic expectations of upcoming games.The current study reports on an emergent thematic analysis of responses from N = 877 fans of five game franchises known to vary in their eudaimonic capacity but in response to yet-to-be-rel…
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games
Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal re…
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of fiv…
Explaining the formation of eudaimonic gaming experiences: A theoretical overview and systemization based on interactivity and game elements
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 expl…
To give or not to give: Examining the prosocial effects of a 360° video endorsing a clean water charity
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games
This study investigates players’ perceived realism of historical video games. Perceived realism is understood as a multidimensional concept, going beyond the more traditional use of ‘realism’ in historical game studies, where it often refers to the plausibility or accuracy of historical reconstructions. The study further examines how perceived realism relates to players’ enjoyment of historical games. Specifically, this study analyses Assassin's …
Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the…
“Just for fun?”: An exploration of digital games’ potential for eudaimonic media experiences among Flemish adolescents
Research shows that media entertainment can induce eudaimonic or meaningful experiences, such as being emotionally moved or being stimulated to reflect about oneself. While these studies have primarily focused on adults’ eudaimonic media entertainment experiences, the current study explores whether games can lead to eudaimonic experiences amongst adolescents, for instance, via characteristics like emotionally deep stories and moral choices. Games…
Mediating social media use: Connecting parents’ mediation strategies and social media literacy
Increasingly complex and multipurpose social media platforms require digital competences from parents and adolescents alike. While adolescents grow up with social media, parents have more difficulties with them, leading to uncertainties regarding their adolescents’ social media mediation. This study contributes to parental mediation research by (1) investigating whether mediation strategies defined by previous research are also relevant for socia…
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of fiv…
Mediating social media use: Connecting parents’ mediation strategies and social media literacy
Increasingly complex and multipurpose social media platforms require digital competences from parents and adolescents alike. While adolescents grow up with social media, parents have more difficulties with them, leading to uncertainties regarding their adolescents’ social media mediation. This study contributes to parental mediation research by (1) investigating whether mediation strategies defined by previous research are also relevant for socia…
“Just for fun?”: An exploration of digital games’ potential for eudaimonic media experiences among Flemish adolescents
Research shows that media entertainment can induce eudaimonic or meaningful experiences, such as being emotionally moved or being stimulated to reflect about oneself. While these studies have primarily focused on adults’ eudaimonic media entertainment experiences, the current study explores whether games can lead to eudaimonic experiences amongst adolescents, for instance, via characteristics like emotionally deep stories and moral choices. Games…
Assassins, Gods, and Androids: How Narratives and Game Mechanics Shape Eudaimonic Game Experiences
Emerging research has suggested that digital games can generate entertainment experiences beyond hedonic enjoyment towards eudaimonic experiences: Being emotionally moved, stimulated to reflect on one’s self or a sense of elevation. Studies in this area have mainly focused on individual game characteristics that elicit singular and static eudaimonic game moments. However, such a focus neglects the interplay of multiple game aspects as well as the…
Explaining the formation of eudaimonic gaming experiences: A theoretical overview and systemization based on interactivity and game elements
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 expl…
To give or not to give: Examining the prosocial effects of a 360° video endorsing a clean water charity
Enjoying My Time in the Animus: A Quantitative Survey on Perceived Realism and Enjoyment of Historical Video Games
This study investigates players’ perceived realism of historical video games. Perceived realism is understood as a multidimensional concept, going beyond the more traditional use of ‘realism’ in historical game studies, where it often refers to the plausibility or accuracy of historical reconstructions. The study further examines how perceived realism relates to players’ enjoyment of historical games. Specifically, this study analyses Assassin's …
Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games
Video games are celebrated for their capacity to elicit myriad emotional experiences, from fun and excitement (hedonia) to reflection and contemplation (eudaimonia).Less clear is the extent to which gamers have salient eudaimonic expectations of upcoming games.The current study reports on an emergent thematic analysis of responses from N = 877 fans of five game franchises known to vary in their eudaimonic capacity but in response to yet-to-be-rel…
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games
Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal re…
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being moved. Yet, it is unclear whether players turn to games to have such eudaimonic experiences. Hence, the present study explored potential eudaimonic gaming motives in an online survey among fans ( N = 894) of fiv…
Bored gamers: Applying the Meaning and Attentional Components model of boredom to digital game selection
Introduction Communication research has typically examined boredom as a negative emotion characterized by low arousal or understimulation. However, this one-dimensional approach to boredom does not resonate with more recent psychological insights, as summarized in the Meaning and Attentional Components (MAC) model. This model proposes several boredom types based on individuals’ attention levels (low versus high cognitive resources) and how meanin…
Psychology (10 works) · Social Psychology (10 works) · Media Influence and Health (8 works) · Computer Science (7 works) · Multimedia (6 works) · Digital Games and Media (5 works) · Epistemology (5 works) · Eudaimonia (5 works) · Impact of Technology on Adolescents (5 works) · Political science (5 works)