Beyond Satisfaction: Game Feel Design for Emotionally Impactful Experiences

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorBhatnagar, Prabhav
dc.contributor.authorLaattala, Markus
dc.contributor.authorDutta, Supriya
dc.contributor.authorCole, Tom
dc.contributor.authorHämäläinen, Perttu
dc.contributor.departmentDepartment of Computer Scienceen
dc.contributor.departmentDepartment of Art and Mediaen
dc.contributor.editorPirker, Johanna
dc.contributor.editorKayali, Fares
dc.contributor.editorSpiel, Katta
dc.contributor.editorHarrer, Sabine
dc.contributor.editorKhalifa, Ahmed
dc.contributor.editorBarros, Gabriella A.B.
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 Science
dc.contributor.organizationUniversity of Greenwich
dc.date.accessioned2025-05-14T08:41:42Z
dc.date.available2025-05-14T08:41:42Z
dc.date.issued2025-05-09
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 satisfaction 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. We bridge this gap by employing Constructivist Grounded Theory Analysis to understand a dataset comprising of interview data from 15 participants and 116 game mechanics from a diverse selection of games such as Journey, Celeste, and Freedom Bridge. Through this, we propose Expectation Modulation as the core theory to capture how game feel can elicit emotional experiences. Additionally, we identify 9 design techniques as central to crafting emotional experiences through game feel design.en
dc.description.versionPeer revieweden
dc.format.extent17
dc.format.mimetypeapplication/pdf
dc.identifier.citationBhatnagar, P, Laattala, M, Dutta, S, Cole, T & Hämäläinen, P 2025, Beyond Satisfaction: Game Feel Design for Emotionally Impactful Experiences. in J Pirker, F Kayali, K Spiel, S Harrer, S Harrer, A Khalifa & G A B Barros (eds), FDG '25: Proceedings of the 20th International Conference on the Foundations of Digital Games., 18, ACM, pp. 1-17, International Conference on the Foundations of Digital Games, Vienna & Graz, Austria, 15/04/2025. https://doi.org/10.1145/3723498.3723808en
dc.identifier.doi10.1145/3723498.3723808
dc.identifier.isbn979-8-4007-1856-4
dc.identifier.otherPURE UUID: dd0af27c-b4c8-47b2-ad61-b49bf9298085
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/dd0af27c-b4c8-47b2-ad61-b49bf9298085
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/181382752/Beyond_Satisfaction_-_Game_Feel_Design_for_Emotionally_Impactful_Experiences.pdf
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/135396
dc.identifier.urnURN:NBN:fi:aalto-202505143670
dc.language.isoenen
dc.relation.ispartofInternational Conference on the Foundations of Digital Gamesen
dc.relation.ispartofseriesFDG '25: Proceedings of the 20th International Conference on the Foundations of Digital Gamesen
dc.relation.ispartofseriespp. 1-17en
dc.rightsopenAccessen
dc.rightsCC BY
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subject.keywordgame feel
dc.subject.keywordgame design
dc.subject.keywordplayer experience
dc.subject.keywordjuice
dc.subject.keywordeudaimonia
dc.subject.keywordvideo games
dc.subject.keywordemotions
dc.titleBeyond Satisfaction: Game Feel Design for Emotionally Impactful Experiencesen
dc.typeA4 Artikkeli konferenssijulkaisussafi
dc.type.versionpublishedVersion

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