Abstract
Understanding what leads to meaningful experiences in digital games can help researchers and practitioners create more meaningful games and other interactive experiences. Literature on meaning is reviewed from the fields of Positive Psychology, Existential Psychology, and Human-Computer Interaction. An interview and survey mixed-methods study is proposed to identify the factors that contribute to meaningful experiences in digital games. Purposive sampling will be used to recruit participants who have had a meaningful or important experience playing a digital game in the last month. Participants will be interviewed and then fill out the Enjoyment Questionnaire (EQ) and Sources of Enjoyment Questionnaire (SoEQ) to assess that recent meaningful experience. Interviews will be transcribed, and the qualitative data will be analyzed with thematic analysis. This research will advance the study of positive player experiences by hel** identify sources of meaning when people play digital games.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Peterson, C., Park, N., Seligman, M.E.: Orientations to happiness and life satisfaction: the full life versus the empty life. J. Happiness Stud. 6, 25–41 (2005)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial Modern Classics, New York (2008)
Csikszentmihalyi, M.: Finding Flow: The Psychology of Engagement with Everyday Life. Basic Books, New York, NY (1998)
Csikszentmihalyi, M., Csikszentmihalyi, I.S. (eds.): Optimal Experience: Psychological Studies of Flow in Consciousness. Cambridge University Press, Cambridge, New York (1988)
Csikszentmihalyi, M., Nakamura, J.: Effortless attention in everyday life: a systematic phenomenology. In: Effortless Attention: A New Perspective in the Cognitive Science of Attention and Action, pp. 179–189 (2010)
Csikszentmihalyi, M., LeFevre, J.: Optimal experience in work and leisure. J. Pers. Soc. Psychol. 56, 815–822 (1989). https://doi.org/10.1037/0022-3514.56.5.815
Keller, J., Bless, H.: Flow and regulatory compatibility: an experimental approach to the flow model of intrinsic motivation. Pers. Soc. Psychol. Bull. 34, 196–209 (2008)
Hunicke, R.: The case for dynamic difficulty adjustment in games. In: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 429–433. ACM, New York, NY, USA (2005). https://doi.org/10.1145/1178477.1178573
Moller, A.C., Meier, B.P., Wall, R.D.: Develo** an experimental induction of flow: effortless action in the lab. In: Effortless Attention: A New Perspective in the Cognitive Science of Attention and Action, pp. 191–204 (2010)
Abuhamdeh, S., Csikszentmihalyi, M.: The importance of challenge for the enjoyment of intrinsically motivated, goal-directed activities. Pers. Soc. Psychol. Bull. 38, 317–330 (2012)
Aristotle: Nicomachean Ethics. Hackett Publishing Company, Inc., Indianapolis (2019)
Frankl, V.E.: Man’s Search for Meaning. Simon and Schuster (1985)
Schaffer, O., Fang, X.: Sources of computer game enjoyment: card sorting to develop a new model. In: Kurosu, M. (ed.) Human–Computer Interaction. Interaction Contexts. LNCS, vol. 10272, pp. 99–108. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-58077-7_9
Schaffer, O., Fang, X.: What makes games fun? Card sort reveals 34 sources of computer game enjoyment. Presented at the Americas Conference on Information Systems (AMCIS) 2018, New Orleans (2018)
Schaffer, O.: Development and preliminary validation of the enjoyment questionnaire and the sources of enjoyment questionnaire. In: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems, pp. 1–7. Association for Computing Machinery, New York, NY, USA (2022). https://doi.org/10.1145/3491101.3519819
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)
Peterson, C., Seligman, M.E.: Character Strengths and Virtues: A Handbook and Classification. Oxford University Press (2004)
Association, A.P.: Diagnostic and Statistical Manual of Mental Disorders (DSM-5®). American Psychiatric Pub (2013)
Nakamura, J., Csikzentmihalyi, M.: The construction of meaning through vital engagement. In: Flourishing: Positive Psychology and the Life Well-Lived, pp. 83–104. American Psychological Association, Washington, DC, US (2003). https://doi.org/10.1037/10594-004
Nietzsche, F.: Twilight of the Idols. CreateSpace Independent Publishing Platform (2012)
Wong, P.T.P.: Meaning therapy: an integrative and positive existential psychotherapy. J. Contemp. Psychother. 40, 85–93 (2010). https://doi.org/10.1007/s10879-009-9132-6
McDonald, M.J., Wong, P.T., Gingras, D.T.: Meaning-in-life measures and development of a brief version of the personal meaning profile. In: The Human Quest for Meaning: Theories, Research, and Applications, vol. 2 (2012)
Edwards, M.J.: The Dimensionality and Construct Valid Measurement of Life Meaning (2007)
George, L., Park, C.: Meaning in Life as Comprehension, Purpose, and Mattering: Toward Integration and New Research Questions. Review of General Psychology, vol. 20 (2016). https://doi.org/10.1037/gpr0000077
George, L.S., Park, C.L.: The multidimensional existential meaning scale: a tripartite approach to measuring meaning in life. J. Posit. Psychol. 12, 613–627 (2017)
George, L.S., Park, C.L.: Existential mattering: bringing attention to a neglected but central aspect of meaning? In: Batthyany, A., Russo-Netzer, P. (eds.) Meaning in Positive and Existential Psychology, pp. 39–51. Springer, New York (2014). https://doi.org/10.1007/978-1-4939-0308-5_3
Costin, V., Vignoles, V.L.: Meaning is about mattering: evaluating coherence, purpose, and existential mattering as precursors of meaning in life judgments. J. Pers. Soc. Psychol. 118, 864–884 (2020). https://doi.org/10.1037/pspp0000225
Mekler, E.D., Hornbæk, K.: A framework for the experience of meaning in human-computer interaction. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–15. Association for Computing Machinery, New York, NY, USA (2019). https://doi.org/10.1145/3290605.3300455
Abeele, V.V., Spiel, K., Nacke, L., Johnson, D., Gerling, K.: Development and validation of the player experience inventory: a scale to measure player experiences at the level of functional and psychosocial consequences. Int. J. Hum. Comput. Stud. 135, 102370 (2020). https://doi.org/10.1016/j.ijhcs.2019.102370
Schaffer, O.: Task significance in digital games: controlled experiment shows impact of narrative framing and upgrades on player experience. In: Fang, X. (ed.) HCI in Games, vol. 14047, pp. 327–340. Springer, Cham (2023). https://doi.org/10.1007/978-3-031-35979-8_26
Crystal, A., Ellington, B.: Task analysis and human-computer interaction: approaches, techniques, and levels of analysis. In: AMCIS 2004 Proceedings, vol. 391 (2004)
Diaper, D., Stanton, N.: The Handbook of Task Analysis for Human-Computer Interaction (2003)
Coenen, M., Stamm, T.A., Stucki, G., Cieza, A.: Individual interviews and focus groups in patients with rheumatoid arthritis: a comparison of two qualitative methods. Qual. Life Res. 21, 359–370 (2012). https://doi.org/10.1007/s11136-011-9943-2
Corbin, J., Strauss, A.: Basics of Qualitative Research: Techniques and Procedures for Develo** Grounded Theory. Sage Publications (2014)
Hennink, M., Kaiser, B.N.: Sample sizes for saturation in qualitative research: a systematic review of empirical tests. Soc. Sci. Med. 292, 114523 (2022). https://doi.org/10.1016/j.socscimed.2021.114523
Etikan, I., Musa, S.A., Alkassim, R.S.: Comparison of convenience sampling and purposive sampling. Am. J. Theor. Appl. Stat. 5, 1–4 (2016)
Braun, V., Clarke, V.: Thematic analysis. In: APA Handbook of Research Methods in Psychology. Research Designs: Quantitative, Qualitative, Neuropsychological, and Biological, vol. 2, pp. 57–71. American Psychological Association, Washington, DC, US (2012). https://doi.org/10.1037/13620-004
Clarke, V., Braun, V., Hayfield, N.: Thematic analysis. In: Qualitative Psychology: A Practical Guide to Research Methods, vol. 222, p. 248 (2015)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Schaffer, O. (2024). Meaning in Digital Games: A Mixed Methods Investigation. In: Fang, X. (eds) HCI in Games. HCII 2024. Lecture Notes in Computer Science, vol 14731. Springer, Cham. https://doi.org/10.1007/978-3-031-60695-3_18
Download citation
DOI: https://doi.org/10.1007/978-3-031-60695-3_18
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-60694-6
Online ISBN: 978-3-031-60695-3
eBook Packages: Computer ScienceComputer Science (R0)