REVIEW 4 major objections 5 minor 211 references
"I Would Not Be This Version of Myself Today": Elaborating on the Effects of Eudaimonic Gaming Experiences
T0 review · 4 major / 5 minor · reviewed 2026-08-06 · deepseek-v4-flash
Pith's one-line read Meaningful gaming experiences can produce lasting self-perceived effects across identity, learning, relationships, health, and career.
desk verdict The qualitative core is a keeper, but the RQ2 pathway associations should be treated as exploratory hypotheses, not findings. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The paper's analytical engine is Possler's four-component process model of eudaimonic gaming experiences (motivation, game use, experience, and effects), operationalized through the ANSA model (Agency, Narrative, Sociality, Aesthetics) and the Differential Susceptibility to Media Effects Model for the motivation component, and through the extensional definition of eudaimonia (appreciation, meaning, being moved, self-reflection, deep social bonds, nostalgia, awe, elevation) for the experience component. Effects were inductively coded via thematic analysis, and generalized linear mixed models with binomial logistic regression linked the deductively coded subcomponents to each effect theme.
What would settle it
A prospective study that captures eudaimonic experiences at the time of play and then measures the five outcome domains later without asking participants to attribute changes to the game would test the central claim directly; if such a study finds no elevated rates of inward-focused, learning, social, health, or career outcomes among players of narrative-rich games, the claim would be undermined. Alternatively, a comparison group that is asked to explain 'how a past game changed them' before and after a priming manipulation could reveal how much of the reported effect is constructed in the telling.
Extended reading notes
Core claim
On the paper's own terms, the central claim is that eudaimonic gaming experiences—moments of meaningful, often mixed-affect play—produce lasting, self-perceived effects in players' lives, and that these effects are shaped by specific components of the experience's formation. From 166 retrospective survey accounts, the authors induce five effect themes: inward-focused change (identity, confidence, worldview), learning, social connection, perceived health benefits, and career influence; 78.3% of participants said the recounted experience still affects them today. Generalized linear mixed models then associate particular formation components with particular effects: personal stress at the time of play predicts perceived health benefits, narrative insight and being emotionally moved or challenged predict inward-focused outcomes, multiplayer design and co-play predict social connection, and deep social bonds with other players predict career outcomes.
Load-bearing premise
Participants can accurately recall a gaming experience from up to 30 years prior (averaging 7.47 years) and correctly attribute present-day life outcomes to it; if memory distortion or misattribution are common, the five effect themes and all statistical associations could reflect post-hoc life narratives rather than real effects of the game experience.
Editorial extensions
If this is right
- If the central claim is correct, eudaimonic gaming experiences are a genuine pathway to informal learning and personal growth, not only a source of momentary appreciation.
- The statistical associations imply that designers can tune specific formation elements—narrative insight, emotional challenge, and sociality—to promote particular types of outcomes.
- The link between personal stress at the time of play and perceived health benefits suggests games are already being used, and can be deliberately designed, as coping resources during difficult life circumstances.
- With 78.3% of participants reporting that the experience still affects them, eudaimonic gaming effects can persist for years, including experiences reported up to 30 years after play.
- The alignment of the five themes with existing taxonomies of positive game effects (cognitive, motivational, emotional, social) indicates that eudaimonic frameworks can be integrated into broader media-effects models.
Reading between the lines
- A prospective longitudinal design—collecting experiences at the time of play and measuring the five outcome domains later—could test whether the reported effects are real consequences or products of retrospective narrative construction.
- The strong social pathway to career outcomes suggests a targeted study of game communities as career pipelines, examining how fan communities and multiplayer networks transmit skills and opportunities.
- The five effect themes could be operationalized into a psychometric scale that would make the theoretical model testable in larger samples.
- Because only one participant reported discussing the meaningful experience with parents, a natural extension is to test whether guided joint media engagement between parents and children converts more eudaimonic experiences into the reported positive effects.
Signed reviews
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. This manuscript reports a survey study (n=166) in which participants recounted a meaningful ("eudaimonic") gaming experience and answered questions about the context, the play experience, and perceived long-term effects. The authors deductively code game characteristics (ANSA), player characteristics (DSMM), game use, and experiential components using published frameworks, and inductively develop a five-theme taxonomy of effects (inward-focused, learning, social connection, perceived health benefits, career) via thematic analysis. They then fit binomial GLMMs to test associations between the formation components and each effect theme. The paper's central claims are that meaningful gaming experiences can lead to lasting self-perceived outcomes across five domains and that specific components (personal stress, narrative insight, emotional challenge, sociality) are associated with specific effects.
Significance. The qualitative contribution is potentially useful: a clearly described five-theme taxonomy of perceived eudaimonic effects, grounded in a sizeable corpus of participant accounts and mapped to prior theory (Possler's process model, ANSA, DSMM, SDT). The paper is transparent about its deductive codebook and reports interrater reliability for those codes, which is a genuine strength. However, the quantitative pathway claims that carry RQ2 rest on associations computed from the same open-ended responses used to derive and code the outcome themes, with overlapping predictor and outcome constructs, no correction for multiple models, and small event counts for health (n=18) and career (n=9). As it stands, the empirical contribution is best read as an exploratory descriptive mapping rather than a confirmed model of effect formation.
major comments (4)
- [Section 5.3.3 (Tables 1 and 6)] Criterion contamination is a serious threat to RQ2. The predictor code 'Deep social bonds (other players)' is defined as 'Players strengthening relationships with co-players or making new friends through the game' (Table 1), while the outcome theme 'Social connection' is defined as 'Participants strengthened or formed new relationships with close others' (Table 6). Similarly, 'N-BP-1 Gained insight from game narrative' (Table 4) and the 'Inward-focused' effect (changes in perception of self/world) can be coded from the same narrative-reflection language, and 'Self-reflection' as an experience overlaps with inward-focused outcomes. Because the predictor and outcome codes were applied to the same participants' open-ended responses (EQ4-EQ6 vs. EQ7-EQ9) and the paper does not report whether coders were masked to the other codebook, the significant coefficients (e.g., β=1.763, p<.001 for deep social bonds on social effects) may partly reflect codebook overlap rather than a formation-to-effect pathway. The Limitations section (Section 7) does not mention this threat. I recommend masked re-coding by independent coders, or at minimum a demonstration that the constructs are discriminable (e.g., cross-tabulations or a blinded recode of a subset), and a corresponding softening of the pathway language.
- [Section 5.3 (Figures 2-6)] The paper appears to fit at least 15 binomial GLMMs (three predictor blocks—motivation, game use, experience—for each of five effects) and highlights individual coefficients with p-values near .05 (e.g., β=0.197, p=.049 for emotionally moved/challenged on inward-focused; β=-0.167, p=.041 and p=.044 for social bonds on inward-focused and learning). No multiple-comparison correction or pre-registration is reported. At α=.05, 15 tests make one or more false positives likely, and the narrative focuses on the significant subset. The career (n=9) and health (n=18) models in particular are too underpowered to support the reported coefficients. I suggest reporting corrected p-values, or clearly labeling the analysis as exploratory and removing the causal 'influence' framing from the abstract and Section 6.
- [Section 4.5 and Table 6] The deductive codes report Fleiss' kappa or Krippendorff's alpha, but the inductive effect themes—which serve as the dependent variables in all GLMMs—are reported without any interrater reliability. Given that the five-theme taxonomy is the answer to RQ1 and the basis for RQ2, the absence of a reliability check (e.g., independent coding of a subset by a second coder using the final codebook) leaves open the possibility that the themes are idiosyncratic to the coding team. Please report reliability for the final effect codes, or justify why it is not applicable.
- [Sections 3.2.2, 5.1.2, and 7] The design relies on retrospective self-reports of experiences occurring on average 7.47 years ago (up to 30 years) and asks participants to attribute present-day changes to those experiences (EQ8, EQ9). While RQ1 is framed around 'perceived' effects, the abstract and Discussion (e.g., Section 6.2's language about transformation from avoidant to approach-based coping) generalize beyond perceptions. The Limitations section does not address memory distortion, hindsight bias, or the possibility of post-hoc narrative coherence. I recommend either adding an explicit limitation and tempering the causal language, or providing some convergent evidence (e.g., behavioral or longitudinal data).
minor comments (5)
- [Section 6.1 and Ludography] There are typos: 'coveres' should be 'covers', and the Ludography entry for The Legend of Zelda: Link's Awakening has 'A wakening' instead of 'Awakening'.
- [Section 5.3.5] The reported coefficient for deep social bonds in the career model (β=0.095, p=0.011) is much smaller than the corresponding coefficient in the social model (β=1.763, p<0.001); please clarify whether these are on the same scale and consider reporting standardized effects.
- [Section 4.1 and Table 2] The text says 'See Table 2 for the finalized codebook' before Table 2 is introduced; consider reordering so that the codebook is referenced at its first occurrence.
- [Table 5] The distinction between 'Other (escapism)' and 'OTHER' is unclear; please clarify whether escapism was included in the GLMM or excluded as an OTHER code.
- [Section 5.1.2] The reported race/ethnicity percentages sum to more than 100% (72.3 + 16.9 + 9 + 9 = 107.2), suggesting multiple selection was allowed; this should be stated explicitly in the text.
Circularity Check
RQ2's strongest pathway (deep social bonds → social connection) is partly forced by codebook overlap: the predictor and outcome definitions are near-identical, so the headline GLMM association reduces, to a significant degree, to the coding scheme rather than to an independent formation-to-effect pathway.
-
self definitional
[Section 4.4, Table 1; Section 4.5, Table 6; Section 5.3.3]
"Deep social bonds (other players): Players strengthening relationships with co-players or making new friends through the game. ... Social connection: Participants strengthened or formed new relationships with close others. ... the most common experience was deep social bonds with other players (56.4%), and both factors were significant and positively correlated in their respective models (β = 1.763, p < 0.001; β = 0.308, p < 0.001, respectively)."
The experience predictor and the effect outcome are near-synonyms: 'making new friends through the game' (Table 1) and 'formed new relationships with close others' (Table 6). A participant who says 'I met my spouse through World of Warcraft' simultaneously satisfies both codes. The GLMM then reports this same code as the strongest predictor of the outcome (β = 1.763). Because both codebooks were applied to the same participants' retrospective narratives (EQ5 vs. EQ7-EQ9) and the paper does not report that coders were blind across codebooks, the association is largely an artifact of overlapping coding definitions rather than evidence of a formation-to-effect pathway. The Limitations section does not mention this threat.
-
self definitional
[Section 5.1.3; Section 5.3.1; Table 4; Table 6]
"The most common experience that participants described during play of the game itself was gaining insight from the game narrative (31.9%). This often took the form of self-reflection. ... the most common (54.8%) game use surrounding gaining insight from the narrative was significant and positively correlated in our game use model (β = 0.94, p = 0.013)."
The 'Gained insight from game narrative' code (N-BP-1) is defined using the same reflective language as the 'Inward-focused' effect theme ('The game made participants' perception of themselves and the world more positive'). The paper itself notes that narrative insight 'often took the form of self-reflection,' and self-reflection is also a separate experience code. Since the same open-ended account feeds both the deductive game-use coding and the inductive effect coding, a response describing worldview or identity change can be counted on both sides of the model, inflating the reported association. This overlap is less exact than the social-bond/social-connection one, but it affects another headline RQ2 result.
full rationale
The paper's RQ1 contribution, the five-theme taxonomy of perceived effects, is a standard inductive thematic analysis and is not circular. The RQ2 GLMM results, however, are partially circular for the social pathway: the deductive experience code 'Deep social bonds (other players)' and the inductive effect theme 'Social connection' have nearly identical definitions and are applied to the same retrospective survey narratives, so the strongest reported association (β = 1.763, p < 0.001) is partly forced by the coding scheme. A similar, weaker overlap exists between 'gained insight from game narrative' and 'Inward-focused' effects. Other reported pathways, such as personal stress leading to perceived health benefits and being emotionally moved or challenged leading to inward-focused outcomes, rely on more distinct constructs and retain independent empirical content. No load-bearing self-citation chain or imported uniqueness theorem appears in the paper. Overall, the central claim of specific formation-to-effect associations is only partially independent of the authors' own coding definitions, so the paper is not fully circular but contains a substantial construction-level circularity in its flagship RQ2 result.
Assumptions & free parameters
free parameters (3)
- Krippendorff's alpha acceptance threshold =
alpha >= 0.5
- VIF drop threshold =
not specified
- Exclusion of OTHER codes =
excluded
assumptions (4)
- domain assumption Possler's process model: eudaimonic gaming experiences are parameterized by motivation, game use, experience, and effects
- domain assumption ANSA model (Agency, Narrative, Sociality, Aesthetics) captures the relevant game characteristics
- domain assumption DSMM (Differential Susceptibility to Media Effects Model) captures player characteristics
- ad hoc to paper Retrospective self-report accurately reflects the original experience and its current effects
Cite this review
Pith. "Pith review of "I Would Not Be This Version of Myself Today": Elaborating on the Effects of Eudaimonic Gaming Experiences." pith.science (2026). https://pith.science/paper/KKXHWOK6
@misc{pith2026250718084,
author = {Pith},
title = {Pith review of: "I Would Not Be This Version of Myself Today": Elaborating on the Effects of Eudaimonic Gaming Experiences},
year = {2026},
howpublished = {\url{https://pith.science/paper/KKXHWOK6}},
note = {Machine review of arXiv:2507.18084}
}
read the original abstract
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated with personal meaningfulness and growth. The formation of such experiences in games is theorized to have four constituent elements: motivation, game use, experience, and effects. However, while the first three elements have been relatively well explored in the literature, the effects - and how they may influence positive individual outcomes - have been underexplored thus far. To this end, in this work, we investigate the perceived outcomes of eudaimonic gaming and how different components of the experience influence these effects. We conducted a survey (n = 166) in which respondents recounted meaningful gaming experiences and how they affected their present lives. We used a mixed-methods approach to classify effects and identify significant subcomponents of their formation. We contribute an empirical understanding of how meaningful gaming experiences can lead to positive reflective, learning, social, health, and career effects, extending current theoretical models of eudaimonic gaming experiences and offering implications for how researchers and practitioners might use these findings to promote positive outcomes for players.
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Reviewed August 6, 2026 · model on record in the stance chip above.
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