Understanding the Design of Emotionally Impactful Game Feel

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorBhatnagar, Prabhaven_US
dc.contributor.authorLaattala, Markusen_US
dc.contributor.authorDutta, Supriyaen_US
dc.contributor.authorHämäläinen, Perttuen_US
dc.contributor.departmentDepartment of Computer Scienceen
dc.contributor.departmentDepartment of Art and Mediaen
dc.contributor.groupauthorProfessorship Hämäläinen Perttuen
dc.contributor.groupauthorProfessorship Orponen P.en
dc.contributor.groupauthorComputer Science Professorsen
dc.contributor.groupauthorComputer Science - Visual Computing (VisualComputing) - Research areaen
dc.contributor.organizationDepartment of Computer Scienceen_US
dc.date.accessioned2024-12-04T08:15:52Z
dc.date.available2024-12-04T08:15:52Z
dc.date.issued2024-10-14en_US
dc.description.abstractThis paper seeks to understand the connections between two previously disjoint subfields of game research and design: 1) the study of emotionally impactful games and 2) the study of game feel. Regarding games and emotion, we now understand aspects such as how negative emotions are appreciated in games and can be a desirable quality for designers and players alike. We also understand aspects of game feel such as the importance of responsive player character control and juicy (i.e. exaggerated) feedback for player actions. However, the literature on game feel rarely links to emotion research and focuses on a narrow subset of emotions/feelings such as power and control. Research is lacking on how game feel design can impact a wider palette of emotions, including negative ones, and how this may require one to "break the rules" of good game feel design, e.g., making it purposefully hard to control the player character. In this work-in-progress paper, we begin a systematic mapping of such connections between game feel and emotion. We conduct a Constructivist Grounded Theory analysis on the game feel of 42 mechanics from a diverse selection of games such as Journey, Celeste, and Freedom Bridge. We identify two core concepts, Deviation and Motif, along with 8 design concepts, as central to crafting emotionally impactful game feel.en
dc.description.versionPeer revieweden
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationBhatnagar, P, Laattala, M, Dutta, S & Hämäläinen, P 2024, Understanding the Design of Emotionally Impactful Game Feel. in CHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM, pp. 24-30, ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, Tampere, Finland, 14/10/2024. https://doi.org/10.1145/3665463.3678781en
dc.identifier.doi10.1145/3665463.3678781en_US
dc.identifier.isbn979-8-4007-0692-9
dc.identifier.otherPURE UUID: 7033b8fa-8728-46d3-8b59-1802045d4b6fen_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/7033b8fa-8728-46d3-8b59-1802045d4b6fen_US
dc.identifier.otherPURE LINK: http://www.scopus.com/inward/record.url?scp=85211641994&partnerID=8YFLogxK
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/165780331/Understanding_the_Design_of_Emotionally_Impactful_Game_Feel.pdfen_US
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/132101
dc.identifier.urnURN:NBN:fi:aalto-202412047591
dc.language.isoenen
dc.relation.ispartofACM SIGCHI Annual Symposium on Computer-Human Interaction in Playen
dc.relation.ispartofseriesCHI-PLAY Companion 2024 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Playen
dc.relation.ispartofseriespp. 24-30en
dc.rightsopenAccessen
dc.subject.keywordemotionsen_US
dc.subject.keywordeudaimoniaen_US
dc.subject.keywordgame designen_US
dc.subject.keywordgame feelen_US
dc.subject.keywordjuiceen_US
dc.subject.keywordplayer experienceen_US
dc.subject.keywordvideo gamesen_US
dc.titleUnderstanding the Design of Emotionally Impactful Game Feelen
dc.typeA4 Artikkeli konferenssijulkaisussafi
dc.type.versionpublishedVersion

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