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Saarland University of Applied Sciences

Organization3 reports

3 reports, presentations and talks by Saarland University of Applied Sciences in the Game Industry Library, the newest “Measuring What Motivates Maldaimonia in Play: The Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)” (2026).

Documents

Cover of Measuring What Motivates Maldaimonia in Play: The Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)
Whitepaper29 pages

Measuring What Motivates Maldaimonia in Play: The Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)

Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences GLORIA XIAODAN ZHANG, Institute of Science Tokyo, Japan MAXIMILIAN ALTMEYER, Saarland University of Applied Sciences (htw saar), Germany KATIE SEABORN, University of Cambridge, United Kingdom and Institute of Science…

  • The Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) is a new 33-item, 7-factor scale designed to measure player motivations for engaging in 'maldaimonic' play, defined as self-realization through egocentric, destructive, or transgressive gaming activities.
  • The IMPEX scale measures seven distinct motivational dimensions: eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits.
  • Maldaimonic play is not limited to violent games but occurs across a wide range of genres, primarily in single-player contexts or social settings where other participants are 'in on the fun.'
Institute of Science TokyoNov 2026
Cover of A Scoping Review of Auditory Interventions in Games and Gamification
Whitepaper43 pages

A Scoping Review of Auditory Interventions in Games and Gamification

A Scoping Review of Auditory Interventions in Games and MARC SCHUBHAN, German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Germany and Saarland University of Applied Sciences (htw saar), Germany KATJA ROGERS, University of Amsterdam, Netherlands JANNA KLEIN-HERRMANN, Saarland University…

  • Auditory interventions in games and gamification are primarily used to modulate player presence, immersion, emotional affect, and cognitive load.
  • Research in this field has experienced significant growth since 2011, reflecting an increasing focus on the psychological and behavioral impacts of sound.
  • The efficacy of auditory stimuli on player performance remains inconsistent across systematic studies, indicating that outcomes are highly dependent on specific contextual factors.
German Research Centre for Artificial IntelligenceNov 2026
Cover of Playing With Consent: A Serious Game Addressing Online Sexual Consent Among Men Who Have Sex With Men
Whitepaper6 pages

Playing With Consent: A Serious Game Addressing Online Sexual Consent Among Men Who Have Sex With Men

Playing With Consent: A Serious Game Addressing Online Sexual Consent Among Men Who Have Sex With Men Nina Knieriemen Simone Hüning Saarland Informatics Campus Saarland Informatics Campus Saarland University Saarland University Saarbrücken, Germany Saarbrücken, Germany German Research Center for Artificial Intelligence (DFKI)…

  • Serious games like 'Consent Quest' can effectively facilitate reflection on sexual consent for men who have sex with men (MSM) by simulating realistic, dialogue-driven interactions within familiar dating app environments.
  • The game design utilizes a combination of dating simulator mechanics and a post-chat quiz round, with dialogue generated by AI models (Claude and Grok) to ensure contextually appropriate and naturalistic conversations.
  • Qualitative user testing with five participants aged 25–34 indicated that the game's interface is intuitive and authentic, successfully encouraging players to process information regarding boundaries and consent negotiation.
German Research Centre for Artificial IntelligenceOct 2026

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