Meaningful Play and Malicious Delight: Exploring Maldaimonic Game UX
summary
Argues that maldaimonia — self‑actualization through egocentric, destructive, or exploitative actions — is a real game user experience and not just theoretical. Uses qualitative analysis of players’ critical self‑reports about in‑game behavior to detect patterns of malicious delight and self‑expression, and reports that these patterns appear consistently enough to constitute a distinct construct. Positions the construct alongside dark play and offers definitions and example excerpts as evidence.
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