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Create free accountWhitepaperTokyo Institute of Technology
Maldaimonia represents a distinct facet of game user experience characterized by egocentric, destructive, or exploitative behavior that provides players with a sense of self-actualization. Rather than functioning as a manifestation of social toxicity, these actions serve as a form of personal expression and mastery within the protected boundaries of the game’s magic circle. By engaging in rule subversion, hubris, and malicious delight, players utilize virtual environments as a safe, symbolic space to explore behaviors that would be considered socially unacceptable in real-world contexts.
This experiential construct is defined by a thematic framework of ten factors, including the pursuit of extrinsic rewards and the psychological satisfaction derived from transgressive play. Empirical evidence gathered from a critical incident survey of 51 participants confirms that these experiences are prevalent across diverse genres and platforms, occurring primarily in solo play environments. The findings indicate that such behaviors are often decoupled from negative real-world outcomes, functioning instead as a legitimate, albeit unconventional, mode of player engagement and psychological fulfillment.
The research bridges the gap between traditional hedonic pleasure-based gaming and eudaimonic meaning-based experiences by incorporating the study of dark player behaviors like trolling and cheating into a broader UX framework. By validating maldaimonia as a positive experiential construct, the analysis shifts the focus from viewing transgressive play solely as a disruptive force to recognizing it as a complex, intentional component of modern digital interaction. This perspective underscores the necessity of accounting for the full spectrum of human psychological expression when designing and evaluating interactive entertainment.
University of Waterloo · 2024