Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2023-06-26 DOI:10.1177/15554120231182498
Daniel Possler, R. Daneels, N. Bowman
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Abstract

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 five yet-to-be-released games. Specifically, it was examined whether eudaimonic motives, derived from gaming research and scholarship in positive psychology, complement an existing scale measuring gaming motives. Exploratory and confirmatory factor analysis (split-half method) demonstrated that “Eudaimonia” represents a distinct reason to play—alongside the well-known motives of “Absorption” and “Social Interaction.” Moreover, the Eudaimonia motive for using the five games was positively related to general eudaimonic orientations in life and trait-like eudaimonic game preferences. The results suggest that digital gaming may also be eudaimonically motivated.
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玩家只是想要获得乐趣?享乐主义与享乐主义博弈动机的探索性考察
研究表明,寻求乐趣和享受(即享乐原因)是玩数字游戏的动机。然而,最近的研究表明,游戏也能唤起人们的娱乐体验,比如有意义和被感动。然而,目前还不清楚玩家是否会转向游戏来获得这种虚幻的体验。因此,本研究通过对5款尚未发行游戏的粉丝(N = 894)进行在线调查,探索潜在的游戏动机。具体地说,它检验了来自游戏研究和积极心理学学术的快乐动机是否补充了现有的衡量游戏动机的量表。探索性和验证性因素分析(对半法)表明,除了众所周知的“吸收”和“社交互动”动机外,“快乐感”代表了一种独特的游戏动机。此外,使用五种游戏的快乐动机与生活中的一般快乐取向和特质型快乐游戏偏好呈正相关。研究结果表明,数字游戏也可能是一种现实动机。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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