Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UX

Author:

Seaborn Katie1ORCID,Iseya Satoru1ORCID

Affiliation:

1. Tokyo Institute of Technology, Japan

Publisher

ACM

Reference68 articles.

1. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences

2. An update on the effects of playing violent video games

3. Stephen  P. Anderson . 2011. Seductive interaction design: Creating playful, fun, and effective user experiences. New Riders , Berkeley, CA . Stephen P. Anderson. 2011. Seductive interaction design: Creating playful, fun, and effective user experiences. New Riders, Berkeley, CA.

4. Anne Bartsch and Mary Beth Oliver . 2017. Appreciation of meaningful entertainment experiences and eudaimonic well-being . In The Routledge handbook of media use and well-being: International perspectives on theory and research on positive media effects. Routledge/Taylor & Francis Group , New York, NY, US, 80–92. Anne Bartsch and Mary Beth Oliver. 2017. Appreciation of meaningful entertainment experiences and eudaimonic well-being. In The Routledge handbook of media use and well-being: International perspectives on theory and research on positive media effects. Routledge/Taylor & Francis Group, New York, NY, US, 80–92.

5. Using thematic analysis in psychology

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

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