  Maldaimonia is a new experiential concept that refers to self-actualization
and self-expression through egocentric, destructive, and/or exploitative
activities. Still, it is unclear whether maldaimonia is an actual facet of real
experience. As a subversive orientation, it may be rare or socially challenging
to discuss openly. However, video games provide a space in which people can be
expressive in different ways without the same repercussions as in real life.
Indeed, game spaces may be one of the few contexts in which to study
maldaimonic experiences. In this study, we examined whether and how maldaimonia
exists as a feature of game user experiences by analyzing critical self-reports
of gaming activities, confirming its existence. We contribute this new
construct to work on "dark play" in games research.
