Related papers: Meaningful play and malicious delight: Exploring m…
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…
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated…
Equilibrium notions for games with unawareness in the literature cannot be interpreted as steady-states of a learning process because players may discover novel actions during play. In this sense, many games with unawareness are…
Equilibrium notions for games with unawareness in the literature cannot be interpreted as steady-states of a learning process because players may discover novel actions during play. In this sense, many games with unawareness are…
This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about…
Much in the same way that people enjoy, from time to time, the pathos of consuming a tragic film or piece of literature, designers of digital games are increasingly including elements within their games that evoke uncomfortable or negative…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
Hassenzahl (2008) defines User Experience (UX) as "the momentary feeling (good or bad) while interacting with a product or service" (p. 2). Even though this definition, or any other UX definition for that matter, do not mention that users'…
Agender euphoria is a new term representing the powerful feelings of happiness, joy, and contentment derived from experiences in gender-free embodiments, spaces, and activities. People with and without agender and adjacent identities (e.g.,…
This study explores the prevalence of dark patterns in mobile games that exploit players through temporal, monetary, social, and psychological means. Recognizing the ethical concerns and potential harm surrounding these manipulative…
The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
The games research community has developed substantial knowledge on designing engaging experiences that draw players in. Surprisingly, less is known about player \textit{dis}engagement, with existing work predominantly addressing…
Currently, gaming is the world's favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New…
Video games, just like any other media have both explicit and implicit messages, and they can have impact on physical and mental health of the users. These impacts can be positive or negative. The impacts, the implications and the meanings…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
The "Darkverse" could be the negative harmful area of the Metaverse; a new virtual immersive environment for the facilitation of illicit activity such as misinformation, fraud, harassment, and illegal marketplaces. This paper explores the…
The virtualization of cultural events in the metaverse creates opportunities to generate valuable and innovative experiences that replicate and extend in-person events; but the process faces associated challenges. In the absence of relevant…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…