Thinking and Doing
Challenge, Agency, and the Eudaimonic Experience in Video Games
Bibliographic Data
| ID | 18976170 |
|---|---|
| Authors | Tom Cole (0000-0001-6031-8377, Goldsmiths University of London, corresponding author), Marco Gillies (0000-0002-3100-9230, Goldsmiths University of London) |
| Year | 2021 |
| Volume | 16 |
| Issue | 2 |
| Pages | 187-207 |
| Publication date | 2021-03-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/1555412019881536 |
| OpenAlex | W2982198273 |
| Language | EN |
| Citations received | 10 |
| References cited | 34 |
The nascent growth of video games has led to great leaps in technical understanding in how to create a functional and entertaining play experience. However, the complex, mixed-affect, eudaimonic entertainment experience that is possible when playing a video game—how it is formed, how it is experienced, and how to design for it—has been investigated far less than hedonistic emotional experiences focusing on fun, challenge, and “enjoyment.” Participants volunteered to be interviewed about their mixed-affect emotional experiences of playing avant-garde video games. New conceptions of agency emerged (actual, interpretive, fictional, mechanical) from the analysis of transcripts and were used to produce a framework of four categories of agency. This new framework offers designers and researchers the extra nuance in conversations around agency and contributes to the discussion of how we can design video games that allow for complex, reflective, eudaimonic emotional experiences
Cityscape · Cognitive psychology · Entertainment · Epistemology · Eudaimonia · Game design · LEAPS · Multimedia · Sense of agency · Video game · Communication · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology
Positive emotions
There is no cure
Ghosts of the Titanomachy
El desarrollo de la narrativa online en videojuegos
Assassins, Gods, and Androids
Player Experience of Minimalist Video Game Design
Experientially simulated others
Aesthetics of Agency and the Rhythm of Gameplay
Trouble in virtual heaven
Ecocritical Agency in I Was a Teenage Exocolonist
Measuring and defining the experience of immersion in games
A grounded investigation of game immersion
The Role of Cognitive and Affective Challenge in Entertainment Experience
How Games Move Us
Avant-garde Videogames
Tomb Raiders and Space Invaders
Persuasive Games
Designing Virtual Worlds
In-Game
Video games as meaningful entertainment experiences
Appreciation as Audience Response
Beyond Pleasure
| Unique citing works | 10 |
|---|---|
| Citations per year | 2 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 10 |