Maldaimonic game experiences occur when people engage in personally fulfilling play through egocentric, destructive, and/or exploitative acts. Initial qualitative work verified this orientation and experiential construct for English-speaking Westerners. In this comparative mixed methods study, we explored whether and how maldaimonic game experiences and orientations play out in Japan, an Eastern gaming capital that may have cultural values incongruous with the Western philosophical basis underlying maldaimonia. We present findings anchored to the initial frameworks on maldaimonia in game experiences that show little divergence between the Japanese and US cohorts. We also extend the qualitative findings with quantitative measures on affect, player experience, and the related constructs of hedonia and eudaimonia. We confirm this novel construct for Japan and set the stage for scale development.
翻译:恶意实现游戏体验是指个体通过以自我为中心、破坏性和/或剥削性行为参与个人满足性玩乐的体验。前期定性研究已证实这一取向及体验构念在英语西方人群中的存在。本混合方法比较研究旨在探讨恶意实现游戏体验及取向是否以及如何在东瀛游戏重镇——日本呈现,该地区文化价值观可能与恶意实现赖以立足的西方哲学基础存在冲突。我们以恶意实现游戏体验初步框架为基础呈现研究发现,结果显示日本与美国队列间差异甚微。我们进一步通过情感、玩家体验以及享乐主义与实现主义相关构念的定量测量拓展了定性研究成果。本研究确认了这一新兴构念在日本的适用性,并为量表开发奠定基础。