"Just for fun?" : an exploration of digital games' potential for eudaimonic media experiences among Flemish adolescents
Abstract: Research shows that media entertainment can induce eudaimonic or meaningful experiences, such as being emotionally moved or being stimulated to reflect about oneself. While these studies have primarily focused on adults’ eudaimonic media entertainment experiences, the current study explores whether games can lead to eudaimonic experiences amongst adolescents, for instance, via characteristics like emotionally deep stories and moral choices. Games are very popular among adolescents, while eudaimonic experiences may possibly fulfill key needs of identity development and peer relatednes... Mehr ...
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Dokumenttyp: | acceptedVersion |
Erscheinungsdatum: | 2020 |
Schlagwörter: | Sociology / Mass communications |
Sprache: | Englisch |
Permalink: | https://search.fid-benelux.de/Record/base-29065603 |
Datenquelle: | BASE; Originalkatalog |
Powered By: | BASE |
Link(s) : | https://hdl.handle.net/10067/1659300151162165141 |
Abstract: Research shows that media entertainment can induce eudaimonic or meaningful experiences, such as being emotionally moved or being stimulated to reflect about oneself. While these studies have primarily focused on adults’ eudaimonic media entertainment experiences, the current study explores whether games can lead to eudaimonic experiences amongst adolescents, for instance, via characteristics like emotionally deep stories and moral choices. Games are very popular among adolescents, while eudaimonic experiences may possibly fulfill key needs of identity development and peer relatedness as well as prove to be beneficial for adolescents’ well-being and overall development. To explore adolescents’ eudaimonic game experiences, we performed a qualitative study existing of six focus groups (N = 33) and 20 individual in-depth interviews (total N = 53). Results indicate that adolescents do experience eudaimonic game moments. Specifically, they experienced socially bonding, reflective (about oneself and society), emotionally moving, and elevating moments. These were considered particularly meaningful when they were somehow connected to real life. Finally, adolescents mostly mentioned narrative aspects (i.e., the game’s story, characters, moral choices), other real players, and audiovisual aspects like graphics and soundtrack as important elicitors of eudaimonic game experiences. Limitations and future research suggestions are further discussed.