Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)

Players often engage with video games maldaimonically—pursuing self-realization and self-expression through egocentric, destructive, exploitative, or otherwise harmful activities. Despite its recognition as a meaningful and cross-cultural experiential construct in games, no established instrument currently exists to measure the motivations associated with maldaimonic play. To address this gap, we developed the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) to assess player motivations as expressed through maldaimonic gaming activities. Following established scale development procedures, we conducted four iterative item development and initial validation studies, resulting in a 33-item, multidimensional scale encompassing eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits. We found initial support for understanding maldaimonic game experiences as involving established motivational dimensions and maldaimonic dimensions like malicious power-seeking, thereby extending current frameworks of player motivation.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831291
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)

Maximilian Altmeyer, Katie Seaborn, Gloria Xiaodan Zhang
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
article

Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)

Maximilian Altmeyer, Katie Seaborn, Gloria Xiaodan Zhang
article en

Abstract

Players often engage with video games maldaimonically—pursuing self-realization and self-expression through egocentric, destructive, exploitative, or otherwise harmful activities. Despite its recognition as a meaningful and cross-cultural experiential construct in games, no established instrument currently exists to measure the motivations associated with maldaimonic play. To address this gap, we developed the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) to assess player motivations as expressed through maldaimonic gaming activities. Following established scale development procedures, we conducted four iterative item development and initial validation studies, resulting in a 33-item, multidimensional scale encompassing eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits. We found initial support for understanding maldaimonic game experiences as involving established motivational dimensions and maldaimonic dimensions like malicious power-seeking, thereby extending current frameworks of player motivation.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
University of Cambridge (GB), Hochschule für Technik und Wirtschaft des Saarlandes (DE), Human Computer Interaction (Switzerland) (CH), Interaction Design (United Kingdom) (GB), Institute of Science Tokyo (JP)
Openalex Percentile: Top 8%
Digital Games and Media
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Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) — Maximilian Altmeyer, Katie Seaborn, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS