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Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UX

Katie Seaborn,Satoru Iseya

2023 · DOI: 10.1145/3573382.3616095
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play · 4 Citations

TLDR

Whether and how maldaimonia exists as a feature of game user experiences is examined by analyzing critical self-reports of gaming activities, confirming its existence and contributing this new construct to work on "dark play" in games research.

Abstract

Maldaimonia is a new experiential concept that refers to self-actualization and self-expression through egocentric, destructive, and/or exploitative activities. Still, it is unclear whether maldaimonia is an actual facet of real experience. As a subversive orientation, it may be rare or socially challenging to discuss openly. However, video games provide a space in which people can be expressive in different ways without the same repercussions as in real life. Indeed, game spaces may be one of the few contexts in which to study maldaimonic experiences. In this study, we examined whether and how maldaimonia exists as a feature of game user experiences by analyzing critical self-reports of gaming activities, confirming its existence. We contribute this new construct to work on "dark play" in games research.