Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games
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 experienc...
Gespeichert in:
Veröffentlicht in: | Games and culture 2021-03, Vol.16 (2), p.187-207 |
---|---|
Hauptverfasser: | , |
Format: | Artikel |
Sprache: | eng |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 207 |
---|---|
container_issue | 2 |
container_start_page | 187 |
container_title | Games and culture |
container_volume | 16 |
creator | Cole, Tom Gillies, Marco |
description | 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. |
doi_str_mv | 10.1177/1555412019881536 |
format | Article |
fullrecord | <record><control><sourceid>sage_cross</sourceid><recordid>TN_cdi_crossref_primary_10_1177_1555412019881536</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sage_id>10.1177_1555412019881536</sage_id><sourcerecordid>10.1177_1555412019881536</sourcerecordid><originalsourceid>FETCH-LOGICAL-c323t-784db60114fa47be92a338035a47cd0cc84d8b7eaa5f269cd0209c4dd883d0aa3</originalsourceid><addsrcrecordid>eNp1UMtOwzAQtBBIlMKdoz-gAb-SONyqkhakShwoXKONvUldWqeKW4n-PS5FHJA47ezMzmg1hNxydsd5nt_zNE0VF4wXWvNUZmdkcKQSxWVx_osFuyRXIawYU0oWYkBeF0vnP5xvKXhLH7uIHuhkCes1-hZHdNyiN4fRt7pbIi33Ftym887Q8nOLvYsyUufpu7PY0RlsMFyTiwbWAW9-5pC8TcvF5CmZv8yeJ-N5YqSQuyTXytYZ41w1oPIaCwFSaibTuBnLjIm6rnMESBuRFZESrDDKWq2lZQBySNgp1_RdCD021bZ3G-gPFWfVsZTqbynRkpwsAVqsVt2-9_HD_--_AKUMYG4</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype></control><display><type>article</type><title>Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games</title><source>Access via SAGE</source><creator>Cole, Tom ; Gillies, Marco</creator><creatorcontrib>Cole, Tom ; Gillies, Marco</creatorcontrib><description>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.</description><identifier>ISSN: 1555-4120</identifier><identifier>EISSN: 1555-4139</identifier><identifier>DOI: 10.1177/1555412019881536</identifier><language>eng</language><publisher>Los Angeles, CA: SAGE Publications</publisher><ispartof>Games and culture, 2021-03, Vol.16 (2), p.187-207</ispartof><rights>The Author(s) 2019</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c323t-784db60114fa47be92a338035a47cd0cc84d8b7eaa5f269cd0209c4dd883d0aa3</citedby><cites>FETCH-LOGICAL-c323t-784db60114fa47be92a338035a47cd0cc84d8b7eaa5f269cd0209c4dd883d0aa3</cites><orcidid>0000-0001-6031-8377</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://journals.sagepub.com/doi/pdf/10.1177/1555412019881536$$EPDF$$P50$$Gsage$$H</linktopdf><linktohtml>$$Uhttps://journals.sagepub.com/doi/10.1177/1555412019881536$$EHTML$$P50$$Gsage$$H</linktohtml><link.rule.ids>314,780,784,21819,27924,27925,43621,43622</link.rule.ids></links><search><creatorcontrib>Cole, Tom</creatorcontrib><creatorcontrib>Gillies, Marco</creatorcontrib><title>Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games</title><title>Games and culture</title><description>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.</description><issn>1555-4120</issn><issn>1555-4139</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><recordid>eNp1UMtOwzAQtBBIlMKdoz-gAb-SONyqkhakShwoXKONvUldWqeKW4n-PS5FHJA47ezMzmg1hNxydsd5nt_zNE0VF4wXWvNUZmdkcKQSxWVx_osFuyRXIawYU0oWYkBeF0vnP5xvKXhLH7uIHuhkCes1-hZHdNyiN4fRt7pbIi33Ftym887Q8nOLvYsyUufpu7PY0RlsMFyTiwbWAW9-5pC8TcvF5CmZv8yeJ-N5YqSQuyTXytYZ41w1oPIaCwFSaibTuBnLjIm6rnMESBuRFZESrDDKWq2lZQBySNgp1_RdCD021bZ3G-gPFWfVsZTqbynRkpwsAVqsVt2-9_HD_--_AKUMYG4</recordid><startdate>202103</startdate><enddate>202103</enddate><creator>Cole, Tom</creator><creator>Gillies, Marco</creator><general>SAGE Publications</general><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0001-6031-8377</orcidid></search><sort><creationdate>202103</creationdate><title>Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games</title><author>Cole, Tom ; Gillies, Marco</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c323t-784db60114fa47be92a338035a47cd0cc84d8b7eaa5f269cd0209c4dd883d0aa3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cole, Tom</creatorcontrib><creatorcontrib>Gillies, Marco</creatorcontrib><collection>CrossRef</collection><jtitle>Games and culture</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Cole, Tom</au><au>Gillies, Marco</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games</atitle><jtitle>Games and culture</jtitle><date>2021-03</date><risdate>2021</risdate><volume>16</volume><issue>2</issue><spage>187</spage><epage>207</epage><pages>187-207</pages><issn>1555-4120</issn><eissn>1555-4139</eissn><abstract>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.</abstract><cop>Los Angeles, CA</cop><pub>SAGE Publications</pub><doi>10.1177/1555412019881536</doi><tpages>21</tpages><orcidid>https://orcid.org/0000-0001-6031-8377</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1555-4120 |
ispartof | Games and culture, 2021-03, Vol.16 (2), p.187-207 |
issn | 1555-4120 1555-4139 |
language | eng |
recordid | cdi_crossref_primary_10_1177_1555412019881536 |
source | Access via SAGE |
title | Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-29T18%3A11%3A35IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-sage_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Thinking%20and%20Doing:%20Challenge,%20Agency,%20and%20the%20Eudaimonic%20Experience%20in%20Video%20Games&rft.jtitle=Games%20and%20culture&rft.au=Cole,%20Tom&rft.date=2021-03&rft.volume=16&rft.issue=2&rft.spage=187&rft.epage=207&rft.pages=187-207&rft.issn=1555-4120&rft.eissn=1555-4139&rft_id=info:doi/10.1177/1555412019881536&rft_dat=%3Csage_cross%3E10.1177_1555412019881536%3C/sage_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_sage_id=10.1177_1555412019881536&rfr_iscdi=true |