Why Do We Suffer for Fun? Ordeal Pleasure in Souls-like Games
arXiv:2603.26677v1 Announce Type: new Abstract: Souls-like games exemplify how digital play can produce radical forms of pleasure through sustained challenge: players voluntarily invest tens or hundreds of hours in experiences designed to kill them repeatedly. This paper theorizes ordeal pleasure as a community-level phenomenon that emerges most fully when three mechanisms reinforce one another: Ludic Cultivation (mastery through fair adversity), Aspirational Deferment (delayed gratification oriented toward future growth), and Communal Mythopoesis (collective construction of shared meaning). Drawing on […]