skip to main content
10.1145/3311350.3347171acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
research-article

Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience

Published: 17 October 2019 Publication History

Abstract

Visual embellishments (VEs) are design elements that support information already conveyed by other means. In games, this concept is known as juiciness, and refers to the provision of redundant feedback in situations where a single player action triggers multiple non-functional reactions. Academia and industry both view the concept as a means of improving player experience; however, empirical evidence to back the assumption is lacking. Here, we present findings from two studies: one initial study with 40 participants comparing the effects of visual embellishments in two research games, the Frogger-clone Cuber, and the FPS game Dungeon Descent, and a second study with 32 participants using the commercially available game Quake 3 Arena. Results show that visual embellishments contribute to the visual appeal of all games, but only affects aspects such as competence under specific circumstances. We discuss implications of our findings for the integration of visual embellishments and juiciness, and their relevance for game development.

Supplementary Material

MP4 File (fp5383vf.mp4)
Supplemental video
MP4 File (p185-hicks.mp4)

References

[1]
2000. Quake III Arena. (Oct 2000). https: //www.metacritic.com/game/dreamcast/quake-iii-arena
[2]
Dennis Ang and Alex Mitchell. 2017. Comparing Effects of Dynamic Difficulty Adjustment Systems on Video Game Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM, 317--327.
[3]
Anastasios G. Bakaoukas, Florin Coada, and Fotis Liarokapis. 2016. Examining brain activity while playing computer games. Journal on Multimodal User Interfaces 10, 1 (01 Mar 2016), 13--29.
[4]
Scott Bateman, Regan L Mandryk, Carl Gutwin, Aaron Genest, David McDine, and Christopher Brooks. 2010. Useful junk?: the effects of visual embellishment on comprehension and memorability of charts. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 2573--2582.
[5]
Rita Borgo, Alfie Abdul-Rahman, Farhan Mohamed, Philip W Grant, Irene Reppa, Luciano Floridi, and Min Chen. 2012. An empirical study on using visual embellishments in visualization. IEEE Transactions on Visualization & Computer Graphics 12 (2012), 2759--2768.
[6]
Jason T Bowey, Max V Birk, and Regan L Mandryk. 2015. Manipulating leaderboards to induce player experience. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. ACM, 115--120.
[7]
Veronika Brezinka. 2008. Treasure Hunt-a serious game to support psychotherapeutic treatment of children. Studies in health technology and informatics 136 (2008), 71.
[8]
Morgan Brown and Chuck Longanecker. 2013. How to Design for the Gut. UX Magazine (2013).
[9]
Peter Chapman, Sanjeebhan Selvarajah, and Jane Webster. 1999. Engagement in multimedia training systems. In Systems Sciences, 1999. HICSS-32. Proceedings of the 32nd Annual Hawaii International Conference on. IEEE, 9--pp.
[10]
Edward Deci and Richard M Ryan. 1985. Intrinsic motivation and self-determination in human behavior. Springer Science & Business Media.
[11]
Heather Desurvire and Charlotte Wiberg. 2009. Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration. In International Conference on Online Communities and Social Computing. Springer, 557--566.
[12]
Sebastian Deterding. 2015. The lens of intrinsic skill atoms: A method for gameful design. Human--Computer Interaction 30, 3--4 (2015), 294--335.
[13]
Sebastian Deterding. 2016. Contextual autonomy support in video game play: a grounded theory. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 3931--3943.
[14]
Sebastian Deterding. 2018. Meaningful Play: Getting Gamification Right. (Sep 2018).
[15]
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. ACM, 9--15.
[16]
Kyle Gabler, Kyle Gray, Matt Kucic, and Shalin Shodhan. 2005. How to Prototype a Game in Under 7 Days. (2005). https://www.gamasutra.com/view/feature/ 130848/how_to_prototype_a_game_in_under_7_.php
[17]
Kathrin M Gerling, Max Birk, Regan L Mandryk, and Andre Doucette. 2013. The effects of graphical fidelity on player experience. In Proceedings of international conference on Making Sense of Converging Media. ACM, 229.
[18]
Ulf Hagen. 2011. Designing for player experience: How professional game developers communicate design visions. Journal of Gaming & Virtual Worlds 3, 3 (2011), 259--275.
[19]
Marc Hassenzahl. 2006. Hedonic, emotional, and experiential perspectives on product quality. In Encyclopedia of human computer interaction. IGI Global, 266--272.
[20]
Marc Hassenzahl. 2008. Aesthetics in interactive products: Correlates and consequences of beauty. In Product experience. Elsevier, 287--302.
[21]
Marc Hassenzahl, Michael Burmester, and Franz Koller. 2003. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In Mensch & Computer 2003. Springer, 187--196.
[22]
Marc Hassenzahl and Andrew Monk. 2010. The inference of perceived usability from beauty. Human--Computer Interaction 25, 3 (2010), 235--260.
[23]
Kieran Hicks, Patrick Dickinson, Jussi Holopainen, and Kathrin Gerling. 2018. Good Game Feel: An Empirically Grounded Framework for Juicy Design. In Proceedings of the 2018 DiGRA Conference. 17.
[24]
Kieran Hicks, Kathrin Gerling, Ben Kirman, Conor Linehan, and Patrick Dickinson. 2015. Exploring Twitter as a game platform; strategies and opportunities for microblogging-based games. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. ACM, 151--161.
[25]
Nigel Holmes. 1984. Designer's guide to creating charts & diagrams. Watson-Guptill Publications New York.
[26]
Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, Vol. 4. 1722.
[27]
id Software. 1999. Quake III Arena. Game [PC]. (2 December 1999). id Software, Played April 2019.
[28]
id Software. 2010. Quake Live. Game [PC]. (6 August 2010). id Software, Played April 2019.
[29]
Ohad Inbar, Noam Tractinsky, and Joachim Meyer. 2007. Minimalism in information visualization: attitudes towards maximizing the data-ink ratio. In Proceedings of the 14th European conference on Cognitive ergonomics: invent! explore! ACM, 185--188.
[30]
Daniel Johnson, John Gardner, and Penelope Sweetser. 2016. Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior 63 (2016), 805 -- 812. //doi.org/10.1016/j.chb.2016.06.028
[31]
Martin Jonasson and Petri Purho. 2012. Juice It or Lose It. (2012). https: //www.gdcvault.com/play/1016487/Juice-It-or-Lose
[32]
Jesper Juul. 2010. A casual revolution: Reinventing video games and their players. MIT press.
[33]
Jesper Juul and Jason Scott Begy. 2016. Good Feedback for Bad Players? A Preliminary Study of 'Juicy' Interface Feedback. In Proceedings of first joint FDG/DiGRA Conference, Dundee.
[34]
Konami. 1981. Frogger. Game [Arcade]. (6 August 1981). Konami, Tokyo, Japan. Played April 2017.
[35]
Claudine JC Lamoth, Rolinde Alingh, and Simone R Caljouw. 2012. Exergaming for elderly: Effects of different types of game feedback on performance of a balance task. (2012).
[36]
Johan Laneau, Bart Boets, Marc Moonen, Astrid Van Wieringen, and Jan Wouters. 2005. A flexible auditory research platform using acoustic or electric stimuli for adults and young children. Journal of Neuroscience Methods 142, 1 (2005), 131--136.
[37]
Carolyn A Lin. 1999. Uses and gratifications. Clarifying communication theories: A hands-on approach (1999), 199--208.
[38]
Gitte Lindgaard, Gary Fernandes, Cathy Dudek, and Judith Brown. 2006. Attention web designers: You have 50 milliseconds to make a good first impression! Behaviour & information technology 25, 2 (2006), 115--126.
[39]
Sam Loeschen. 2017. How to Juice your game. (2017).
[40]
Sascha Mahlke. 2008. Visual aesthetics and the user experience. In Dagstuhl Seminar Proceedings. Schloss Dagstuhl-Leibniz-Zentrum für Informatik.
[41]
Jan Willem Nijman. 2013. The art of screenshake. (2013).
[42]
Zhongxiu Peddycord-Liu, Christa Cody, Sarah Kessler, Tiffany Barnes, Collin F Lynch, and Teomara Rutherford. 2017. Using Serious Game Analytics to Inform Digital Curricular Sequencing: What Math Objective Should Students Play Next?. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM, 195--204.
[43]
Andrew K Przybylski, C Scott Rigby, and Richard M Ryan. 2010. A motivational model of video game engagement. Review of general psychology 14, 2 (2010), 154.
[44]
Psyonix. 2016. Rocket League. Game [Xbox One]. (7 July 2016). Psyonix, San Diago, California. Played April 2017.
[45]
Thomas E Ruggiero. 2000. Uses and gratifications theory in the 21st century. Mass communication & society 3, 1 (2000), 3--37.
[46]
Richard M Ryan and Edward L Deci. 2000. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist 55, 1 (2000), 68.
[47]
Richard M Ryan, C Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30, 4 (2006), 344--360.
[48]
Jesse Schell. 2014. The Art of Game Design: A book of lenses. AK Peters/CRC Press.
[49]
John L Sherry, Kristen Lucas, Bradley S Greenberg, and Ken Lachlan. 2006. Video game uses and gratifications as predictors of use and game preference. Playing video games: Motives, responses, and consequences 24, 1 (2006), 213--224.
[50]
Steve Swink. 2008. Game feel: a game designer's guide to virtual sensation. CRC Press.
[51]
Unity Technologies. 2005. Unity3D. Game Engine. (8 June 2005).
[52]
April Tyack, Peta Wyeth, and Madison Klarkowski. 2018. Video Game Selection Procedures For Experimental Research. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI '18). ACM, New York, NY, USA, Article 186, 9 pages.
[53]
William Usher. 2014. 75 Of Gamers Say That Graphics Do Matter When Purchasing A Game. (Jun 2014). https://www.cinemablend.com/games/ 75-Gamers-Say-Graphics-Do-Matter-Purchasing-Game-64659. html
[54]
Vero Vanden Abeele, Lennart E Nacke, Elisa D Mekler, and Daniel Johnson. 2016. Design and preliminary validation of the player experience inventory. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. ACM, 335--341.
[55]
Vero Vanden Abeele, Jan Wouters, Pol Ghesquière, Ann Goeleven, and Luc Geurts. 2015. Game-based Assessment of Psycho-acoustic Thresholds: Not All Games Are Equal!. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. ACM, 331--341.
[56]
Kellie Vella, Daniel Johnson, Nicole Peever, Vanessa Wan Sze Cheng, Tracey Davenport, and Jo Mitchell. 2017. Motivating engagement with a wellbeing app using video games and gamification. (2017).
[57]
Josh Whitkin. 2014. Juicy: a useful game design term? (2014).
[58]
Cat Yampbell. 2005. Judging a book by its cover: Publishing trends in young adult literature. The Lion and the Unicorn 29, 3 (2005), 348--372.

Cited By

View all
  • (2025)A Juicy Haptics Enhanced Keyboard for a Touch-Typing Course for Learning Disabled ChildrenProceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3689050.3705980(1-7)Online publication date: 4-Mar-2025
  • (2024)Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player ExperiencesProceedings of the 26th International Conference on Multimodal Interaction10.1145/3678957.3685755(144-153)Online publication date: 4-Nov-2024
  • (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
  • Show More Cited By

Index Terms

  1. Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
    October 2019
    680 pages
    ISBN:9781450366885
    DOI:10.1145/3311350
    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]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 17 October 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. juiciness
    2. player experience
    3. visual embellishments

    Qualifiers

    • Research-article

    Conference

    CHI PLAY '19
    Sponsor:

    Acceptance Rates

    CHI PLAY '19 Paper Acceptance Rate 51 of 181 submissions, 28%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)412
    • Downloads (Last 6 weeks)72
    Reflects downloads up to 08 Mar 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2025)A Juicy Haptics Enhanced Keyboard for a Touch-Typing Course for Learning Disabled ChildrenProceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3689050.3705980(1-7)Online publication date: 4-Mar-2025
    • (2024)Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player ExperiencesProceedings of the 26th International Conference on Multimodal Interaction10.1145/3678957.3685755(144-153)Online publication date: 4-Nov-2024
    • (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)Designing a Technique-Oriented Sport Training Game for Motivating a Change in Running TechniqueProceedings of the ACM on Human-Computer Interaction10.1145/36770648:CHI PLAY(1-29)Online publication date: 15-Oct-2024
    • (2024)Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayProceedings of the ACM on Human-Computer Interaction10.1145/36770578:CHI PLAY(1-48)Online publication date: 15-Oct-2024
    • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
    • (2024)Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From GamesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678834(312-317)Online publication date: 14-Oct-2024
    • (2024)Encouraging Disengagement: Using Eye Tracking to Examine Attention with Different Levels of Juicy DesignProceedings of the 2024 International Conference on Advanced Visual Interfaces10.1145/3656650.3656694(1-5)Online publication date: 3-Jun-2024
    • (2024)Game Development as Project-Based Learning: Synthesizing Postmortems of Student-Created Mobile GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649999(1-11)Online publication date: 21-May-2024
    • (2024)How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and EffectanceProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642656(1-16)Online publication date: 11-May-2024
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media