Daniel Possler
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View article: Explaining the formation of eudaimonic gaming experiences: a theoretical overview and systemization based on interactivity and game elements
Explaining the formation of eudaimonic gaming experiences: a theoretical overview and systemization based on interactivity and game elements Open
Over the past years, scholars have explored eudaimonic video game experiences—profound entertainment responses that include meaningfulness, reflection, and others. In a comparatively short time, a plethora of explanations for the formation…
View article: Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives Open
Research has shown that seeking fun and enjoyment (i.e., hedonic reasons) motivates playing digital games. However, recent scholarship revealed that gaming also evokes eudaimonic entertainment experiences, such as meaningfulness and being …
View article: Content Analysis in the Research Field of Video Games
Content Analysis in the Research Field of Video Games Open
This chapter provides an overview of content-analytical research on video games. We introduce existing and emerging constructs commonly studied in content analyses of video games (e.g., violence, sexism), review methodological challenges, …
View article: Teaching Media Entrepreneurship: How A Start-up Simulation Can Increase Students’ Knowledge and Encourage Them to Work in Entrepreneurial Contexts
Teaching Media Entrepreneurship: How A Start-up Simulation Can Increase Students’ Knowledge and Encourage Them to Work in Entrepreneurial Contexts Open
Entrepreneurship and start-up activities are seen as a key response to recent upheavals in the media industry: Newly founded ventures can act as important drivers for industry transformation and renewal, pioneering new products, business m…
View article: The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research
The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research Open
Digital games have evolved into a medium that moves beyond basic toys for distraction and pleasure towards platforms capable of and effective at instigating more serious, emotional, and intrapersonal experiences. Along with this evolution,…
View article: Video game genre ((Online)Games)
Video game genre ((Online)Games) Open
The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game datab…
View article: Violent acts ((Online)Games)
Violent acts ((Online)Games) Open
The depiction of violence is the focus of many content analyses of video games. Typically, the occurrence and nature of acts of violence or aggression are coded to quantify the amount of violent content in a particular game.
Field of ap…
View article: Sexualization ((Online)Games)
Sexualization ((Online)Games) Open
This variable aims at identifying how bodies and movements of (mostly female) characters are portrayed in video games. This is often done by coding specific bodily attributes of characters or to what degree certain body parts are covered o…
View article: Computational Methods for Communication Science| Data Is the New Oil—But How Do We Drill It? Pathways to Access and Acquire Large Data Sets in Communication Science
Computational Methods for Communication Science| Data Is the New Oil—But How Do We Drill It? Pathways to Access and Acquire Large Data Sets in Communication Science Open
In the Internet era, many forms of human communication leave massive digital traces that could serve as a revolutionary source of empirical information. However, researchers are often faced with extensive challenges when they try to access…