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Excited for eudaimonia? An emergent thematic analysis of player expectations of upcoming video games

Bibliographic Data

ID22249136
AuthorsNicholas David Bowman (0000-0001-5594-9713, University of Antwerp, corresponding author), Rowan Daneels (0000-0003-2299-7369), Daniel Possler (0000-0002-1644-6838, University of Antwerp)
Year2024
Volume13
Issue3
Pages416-427
Publication date2024-07-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenuePsychology of Popular Media (JOURNAL)
Journal identifiersISSN: 2689-6567 • E-ISSN: 2689-6575
PublisherAmerican Psychological Association (APA) (PUBLISHER)
DOI10.1037/ppm0000474
OpenAlexW4368363681
LanguageEN
Citations received3
References cited33

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-released games within those franchises: Far Cry 6, Final Fantasy XVI, Forza Horizon 5, Mass Effect 5, and Zelda: Breath of the Wild 2 (later renamed to Tears of the Kingdom).We identified 15 themes across seven categories: familiarity, aesthetics, relationships, emotions, immersion, game features, and developer notes.Most themes focused on discrete game features, while the few themes aligning with eudaimonia (e.g., "emotions" and "personal meaning") were mentioned infrequently.Gamers seem more likely to express expectations for specific content over more abstract affective experiences, offering further evidence that eudaimonia is less anticipated and more discovered during gameplay

Cognitive psychology · Eudaimonia · Geography · Multimedia · Political science · Qualitative research · Sociology · Thematic analysis · Thematic map · Video game · Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology · Social Psychology

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Unique citing works3
Citations per year1,5
Citation span2024 - 2025 (2)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 3

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