2004
Volume 53, Issue 1
  • ISSN: 1384-6930
  • E-ISSN: 1875-7286

Abstract

Samenvatting

Het spelen van digitale games is een entertainmentvorm die nog vaak gezien wordt als iets dat vooral plezier opwekt of dat negatieve effecten zoals verslaving teweegbrengt bij spelers. Dit artikel biedt een overzicht van een doctoraatsonderzoek dat, vertrekkende vanuit media- en positieve psychologie, zich richt op de positieve en meer betekenisvolle kenmerken van media-entertainment, toegepast op digitale games. In zes empirische studies wordt aangetoond hoe deze betekenisvolle of ‘eudaimonische’ game-ervaringen gedefinieerd worden in voorgaand onderzoek, hoe en wanneer jongere spelers deze ervaringen hebben, welke game-elementen zulke diepere ervaringen helpen opwekken, maar ook of spelers gemotiveerd worden om games te kiezen voor eudaimonische redenen.

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