Table 1.
Codebook of hedonic and eudaimonic design aspects based on the classification by Lowry et al [54].
| Design aspect (based on the classification by Lowry et al [54]) | Definition based on the Cambridge Dictionary | Exemplary design features (added after intercoder agreement check) |
| Fun and enjoyment | Experience of playfulness or pleasure | Mini games, role-play, digital companions, juicy animations and sounds, or shuffling or chance |
| Escapism | Experience of escaping pressures and avoiding an unpleasant or boring life | Fantasy, reframing, or virtual reality |
| Challenge | Experience of being faced with something that requires mental or physical effort and tests one’s ability | Quests or daily challenges, leaderboards, or levels |
| Immersion | Experience of becoming completely involved in an environment or action | Story or narrative, nature sounds, or meditations |
| Curiosity | Experience of being eager to know or learn about something or encountering something interesting, rare, or unusual | Counterintuitive behavior or surprising events |
| Discovery | Experience of finding information, places, or objects that one did not know about before | Easter eggs, skill paths, unlockable content, or new content |
| Self-expression | Experience of expressing one’s personality, emotions, or ideas | Personal profile, personal journal, or customization of an avatar |
| Knowledge expansion and self-development | Experience of learning, growing, changing, or advancing through one’s own efforts | Skill trees, quizzes, comparison to past behavior, or self-reflection |
| Freedom and autonomy | Experience of being allowed to do, say, and think what one wants and make one’s own decisions without being controlled or limited by anyone else | Choices, customization and configuration, or multiple paths and options |
| Companionship | Experience of enjoyment in spending time with other people or being bound with others that share similarities | Collaboration partner, social feed, digital coffee, or community |
| Approval | Experience of receiving positive opinions, being accepted, or being positively reinforced for one’s actions | Motivational messages, positive feedback, likes and comments, or badges |
| Meaning | Experience of importance or value in an action or outcome | Narrative, coupling actions with benefits for others, altruism, or gifting |