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Measuring how game feel is influenced by the player avatar's acceleration and deceleration: using a 2D platformer to describe players' perception of controls in videogames

Published: 22 September 2015 Publication History

Abstract

The feel of videogames is important, but not very well understood. Game feel is an integral part of game design and can be defined as the moment-to-moment sensation of control in games. It is important for game designers to understand when a game feels a certain way, since it is something that the player is constantly experiencing. There is a need of a better understanding of why certain games feel like they do, such as which parameters can be used to make a game feeling a particular way. This paper sets out to investigate what words players use to describe the feel of games, as well as what kind of parameters yield these descriptive words. This is attempted by using a 2D platforming game in which the response of the player avatar's motion is modulated. Between each round, players were asked to describe their perceived feel of controlling the avatar. The majority used basic words to describe the feel of the game, such as 'heavy', 'slow', 'responsive' and 'realistic'. While some participants were quite sensitive to small changes, others expressed that they couldn't feel any differences. Even though all participants agreed that the feel of games is essential, there appears to be a lack of agreement on how to describe specific game feels. Further research is needed to investigate the influence of other factors, such as game genre, graphics, sounds, level design and player attention.

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Cited By

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  • (2024)Juicy Audio: Audio Designers' Conceptualization of the Term in Video GamesProceedings of the ACM on Human-Computer Interaction10.1145/36770848:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)Towards Understanding Player Experience between Classic and Unfair 2D Platform Video Games2024 IEEE 15th International Conference on Cognitive Infocommunications (CogInfoCom)10.1109/CogInfoCom63007.2024.10894736(000229-000234)Online publication date: 16-Sep-2024
  • (2023)Length and sentiment analysis of reviews about top-level video game genres on the steam platformComputers in Human Behavior10.1016/j.chb.2023.107955149:COnline publication date: 1-Dec-2023
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cover image ACM Other conferences
AcademicMindTrek '15: Proceedings of the 19th International Academic Mindtrek Conference
September 2015
230 pages
ISBN:9781450339483
DOI:10.1145/2818187
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 22 September 2015

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Author Tags

  1. game design
  2. game development
  3. game feel
  4. perception

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AcademicMindTrek'15
AcademicMindTrek'15: Academic Mindtrek Conference 2015
September 22 - 24, 2015
Tampere, Finland

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AcademicMindTrek '15 Paper Acceptance Rate 33 of 51 submissions, 65%;
Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

View all
  • (2024)Juicy Audio: Audio Designers' Conceptualization of the Term in Video GamesProceedings of the ACM on Human-Computer Interaction10.1145/36770848:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)Towards Understanding Player Experience between Classic and Unfair 2D Platform Video Games2024 IEEE 15th International Conference on Cognitive Infocommunications (CogInfoCom)10.1109/CogInfoCom63007.2024.10894736(000229-000234)Online publication date: 16-Sep-2024
  • (2023)Length and sentiment analysis of reviews about top-level video game genres on the steam platformComputers in Human Behavior10.1016/j.chb.2023.107955149:COnline publication date: 1-Dec-2023
  • (2022)Designing Game Feel: A SurveyIEEE Transactions on Games10.1109/TG.2021.307224114:2(138-152)Online publication date: Jun-2022
  • (2021)Predictive Modeling of Anthropomorphic Gamifying Blockchain‐Enabled Transitional Healthcare SystemMachine Learning Approach for Cloud Data Analytics in IoT10.1002/9781119785873.ch18(461-490)Online publication date: 3-Aug-2021
  • (2020)Measuring the Application of Anthropomorphic Gamification for Transitional Care; A Goal-Question-Metric ApproachComputational Science and Technology10.1007/978-981-15-0058-9_53(553-564)Online publication date: 2020
  • (2019)Bicycle kicks and camp sites: Towards a phenomenological theory of game feel with special attention towards ‘rhythm’Convergence: The International Journal of Research into New Media Technologies10.1177/135485651988503326:5-6(1248-1268)Online publication date: 21-Nov-2019
  • (2017)Automatic game tuning for strategic diversity2017 9th Computer Science and Electronic Engineering (CEEC)10.1109/CEEC.2017.8101624(195-200)Online publication date: Sep-2017

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