Gamasutra The Aesthetics Of Game Art And Game Design
Digital games are commonly described as phenomena that combine aesthetic, social and technological elements, yet our understanding of the aesthetic element of games and play is perhaps the least developed of all. All too often, an aesthetics perspective within game studies and design discourses is relegated to a marginal role, by conflating game aesthetics with graphics and "eye candy," or by limiting aesthetic discussion to graphic style analysis or debates on the question "are games art?" Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions we make when we write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.
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Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009
© 2009 Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed,
commercial use requires specific permission from the author.
What We Talk About When We Talk About Game
Aesthetics
Simon Niedenthal
Malmö University
School of Arts and Communication
Malmö, Sweden
simon.niedenthal@k3.mah.se
ABSTRACT
Digital games are commonly described as phenomena that
combine aesthetic, social and technological elements, yet
our understanding of the aesthetic element of games and
play is perhaps the least developed of all. All too often, an
aesthetics perspective within game studies and design
discourses is relegated to a marginal role, by conflating
game aesthetics with graphics and "eye candy," or by
limiting aesthetic discussion to graphic style analysis or
debates on the question "are games art?" Changing game
technologies, as well as arguments from within philosophy,
psychology, interaction design theory and cultural theory,
call for us to examine the implicit and explicit assumptions
we make when we write about aesthetics within game
studies research, as a prelude to reclaiming a perspective
that will allow us to better understand the way in which
games function as sites for sensory and embodied play,
creative activity and aesthetic experience.
Author Keywords
Game Aesthetics, Game Design
Introduction: Aesthetics and Discomfort
Digital games exist in the realm of art and aesthetic
experience. This assertion is not just a pitch for greater
social credibility; rather, it reflects the current
understanding within the discipline of game studies, and is
a regular topic of discussion in the game design industry.
One notable formulation for describing games in their
fullness and complexity (taken, in this case, from the
program of the Digital Games Research Association
(DiGRA) game studies conference) is that they are an
"aesthetic, social and technological phenomenon" [ 8] . But,
though it could be argued that this statement now
constitutes common knowledge about games, it is still not
completely clear what we mean when we talk about game
aesthetics, nor what aesthetics can contribute to our
understanding of games and play. What is clear is that
fewer game scholars are positioning their research in the
area of aesthetics: the word "aesthetic" figured in nearly
10% of all papers (as sampled in titles, abstracts and
keywords) in the 2003 DiGRA conference, but dropped to
well under 4% in both 2005 and 2007. Game industry
discomfort with aesthetic questions is expressed in a
different manner. "Here we go again" was the resigned
response of one interviewee in a recent Gamasutra.com
article on the question "Are games art?" [ 34] . Are we to
conclude that an aesthetics perspective on digital games has
fallen upon tough times? Hardly. Although the term
"aesthetics" (and the implicit and explicit attitudes
associated with it) needs to be critically reexamined within
a game studies context, changes in game technologies, as
well as arguments drawing upon philosophy, psychology,
interaction design theory and cultural studies suggest that
an aesthetics perspective can contribute greatly to research
discourses on gaming as an embodied and pleasurable
experience, and can give rise to new ways of thinking about
game design.
So what is the problem with game aesthetics? The mixed
feelings evident in the Gamasutra article represent in many
ways the current attitudes towards the broader practice of
aesthetics. The term "aesthetics" brings its own baggage,
and admits sources of resistance that have to do with the
traditional topics of aesthetics discourse, as well as the near
impossibility of defining what constitutes an art object.
"What (people) typically object to (in their a ssumptions
about aesthetics) is the idea that art can be understood
according to a set of universal principals about its
immutable properties . . . " [ 23] . Further, within the area of
game studies, there are those who believe that the problem
with aesthetics is not that it proposes to explain too much,
but that it aims too low. Casual assumptions about
aesthetics that are present in writings not specifically on the
topic reveal shared meanings of the term: early in the game
design textbook Rules of Play , for example, Salen and
Zimmerman [ 40] refer offhandedly to "aesthetic trappings"
(p. 11) which they consider apart from the more crucial
fundamental rules and core mechanics of a game prototype
under development. The word "trappings" carries with it
associations of décor, a thin veneer of "eye candy" that
may attract attention and provide fleeting motivation, but
otherwise serves as an less important part of the experience
of playing (or designing) a game. As such, aesthetic
elements are best not brought into the game design process
too early. In its only indexed reference to "aesthetics," the
design text I use in my own classes defines aesthetics as
"the visual and aural dramatic elements of your game,
which we have told you repeatedly not to worry about for
your physical prototypes. The same holds true for most of
the digital prototyping work you will do" [ 14] .
An aesthetics approach to games simply doesn't play that
well these days with regard to how practitioners and
scholars think about what games mean and how they are
designed. Many current definitions of games focus on
games as systems of rules [ 40] , and the key activity of the
designer is to manipulate the mechanics of the game
through "tuning" and "balancing." These ways of thinking
about games gain additional force from a certain
essentialism that has come from ludology, in which the
playful core elements of digital games are often explicated
through the example of simpler games (c.f. for example
Jesper Juul's elegant treatment of Chuchu Rocket [ 22] ) or
non- digital games (c.f. also Murray's discussion of games
essentialism at DiGRA 2005). The kernel of game meaning
in these approaches is certainly not identified with the
aesthetic component of games. These assumptions are
further embedded in game industry project management
practices that work from the core out, through progressive
refinement of game builds, from simplest manifestations of
geometry and game mechanics to more complex prototypes
and fully textured vertical slices [ 33] . What is shared here is
the notion that the important elements of games ought to be
described, and can best be grasped at a high level of
abstraction, largely divorced from the tangible, detailed
qualities of the game as experienced. My argument here is
not that practices of manipulating higher-level game
abstractions are wrong; on the contrary, I think these design
approaches represent the best of our current knowledge on
how to deal with the complexity of understanding games
and doing successful design. I simply don't agree that this
is the only model that will work, nor that it will inevitably
produce games that most fully exploit the medium of digital
interaction. Although the interactive character of games is
now taken for granted, interaction design itself as a
discipline has long been looking beyond systems design
towards the broader user experience, with focus upon the
tangible, material, emotional and embodied qualities of
interaction [ 9, 15] .
The Three Core Meanings of Game Aesthetics
I want to propose an alternate approach that seeks cores of
game meaning from aspects of the gaming experience that
we currently tend to think of as peripheral, and a redefined
game aesthetics can help with this. But if an aesthetic
approach within game design studies is to provide a
productive alternative, we must seek some clarity regarding
the term itself. As a means of mapping current meanings,
lets first take stock of the stances towards the topic that
have emerged so far within game studies research and game
design. Keyword searches turn up 3 main clusters of
meaning around the term "game aesthetics." In brief, game
aesthetics has to do with the senses, with art, and with a
particular kind of experience:
1. Game aesthetics refers to the sensory phenomena that
the player encounters in the game (visual, aural, haptic,
embodied).
2. Game aesthetics refers to those aspects of digital
games that are shared with other art forms (and thus
provides a means of generalizing about art).
3. Game aesthetics is an expression of the game
experienced as pleasure, emotion, sociability,
formgiving, etc (with reference to "the aesthetic
experience").
1. Game aesthetics refers to the sensory phenomena that
the player encounters in the game. An example of this
can be found in the gameinnovation.org taxonomy
supported by the Carnegie Mellon Entertainment
Technology Center [ 41] , which considers digital games
according to the following categories: game mechanic,
computation, interface, aesthetic, story, genre, and business.
According to this taxonomy, "Aesthetics relate to the way a
game looks, sounds, and presents itself to the player." This
includes visual aesthetics: "A graphical innovation is any
innovation that affects the way a game is visually
perceived." The focus upon sense and perception in this
understanding of game aesthetics echoes the etymological
roots of the word in the Greek aisthesis , which means
sensation or perception.
2. Game aesthetics refers to those aspects of digital
games that are shared with other art forms. Digital
games share certain forms, aims, content, themes and
design practices with other media and art forms, which
allows for comparison and generalization. Writers coming
from this perspective sometimes use game aesthetics as a
platform for discussing game graphics or visual styles, or
addressing the question "are video games art?" Hayward
[18 ], for example, takes aim at photo-realism, which he sees
as the dominant aesthetic of videogames, and considers
ways in which an awareness of the history of contemporary
sculpture could support new, non-photoreal formal
vocabularies in games. These speculations can go both
ways— Quaranta [ 37] traces influence in the opposite
direction: the impact of computer games and modding
culture on the current gallery scene. Once again, there is an
historical echo here: as aesthetics discourse developed in
the 18th century, it was deployed in opposition to the
practice of writing treatises on specific art forms. However,
there continues to be debate within aesthetics on the
wisdom of generalizing about art [ 23] .
3. Game aesthetics is an expression of the game
experienced as pleasure, emotion, formgiving, etc.
According to this understanding, games can be approached
as artifacts that have the potential to give rise to an aesthetic
experience. The somewhat open- ended nature of this kind
of experience has drawn a number of writers, who, in some
cases, characterize the aesthetic experience of a game as
"fun" (further subdivided by Hunicke et al [ 21] into a
taxonomy of 8 different player goals and emotional states),
in other cases, as "pleasure" (further elaborated by Lauteren
[30] through constructs drawn from psychoanalysis, social
identity and Barthian jouissance ). Drawing upon Kant,
Kirkpatrick [ 24] identifies the aesthetic experience with
"the play of imaginative and cognitive faculties" (p. 75).
Obviously these categories are not exclusive; a number of
scholars have invoked aesthetics as a means of exploring
overarching qualities of the play experience, with reference
to the senses, art and media, and the pleasures of the
aesthetic experience [ 17, 25, 32] . We can draw a few
conclusions from this brief survey of emerging attitudes.
First, the popular understandings of "game aesthetics"
roughly mirror the larger development of aesthetics
discourse itself; the clusters of meaning that have emerged
in current literature can be traced back to different
conceptions within aesthetics as it has historically been
practiced. There is, however, no widely shared,
comprehensive meaning of game aesthetics that is any more
specific than the very inclusive general definition of
aesthetics offered by Kelly [ 23] : the practice of aesthetics
consists of "critical reflection on art, culture and nature" (p.
ix).
Secondly, game aesthetics is not linked to any one critical
framework. There are no analytical tools that are
inextricably bound to game aesthetics at present. Several
writers have drawn upon semiotics as a theoretical
foundation [ 30, 32] , while others refer to psychoanalysis
and feminist film theory [ 30] , media studies [ 18] , cultural
theory and philosophy [ 24] , or contemporary art theory and
practice [ 37] . This can be read as a strength: aesthetics is a
capacious practice, "uniquely situated to serve as a meeting
place for numerous academic disciplines and cultural
traditions" [ 23] . In its theoretical indeterminacy, pursuing
game aesthetics has come to resemble the research practice
sketched by Aarseth [ 1] , in which aesthetics constitutes one
of the possible "modes" of the "playing analyst" (p. 6) who
is free to apply whatever theoretical foundation she
chooses. Aarseth locates the proper focus of game
aesthetics in exploration and analysis of game worlds
(rather than gameplay or rules). But, in the end, researcher
integrity and methods of inquiry are clearly of greater
interest to Aarseth than offering a comprehensive definition
of what constitutes game aesthetics. As it is currently
pursued, then, writing from a game aesthetics perspective is
a somewhat fluid practice. Given the popular tendency to
link aesthetics to the sensory presentation of games, with
generally negative associations of game graphics and "eye
candy," the outlook for an aesthetic approach to games
would appear not particularly vibrant, unless we take a
more critical look at these core meanings.
The first core of game aesthetic associations—linking
aesthetics to the sensory qualities of games—has the benefit
of supporting discussion of the way in which gameplay is
rooted in our physical being. Although there are a few
games that can serve as good examples of sensory play (Rez
[45 ] being perhaps one of the best), a perspective on games
as a play of the senses has not been adequately developed in
game studies. There are at least three ways forward here.
First, it is useful to examine experimental games that
actively seek to expand the game sensorium. As an
example, Fluxus artist Takako Saito produced chess "mods"
that differentiated pieces on the basis of tactile and sensory
qualities that invite player exploration, such as in "Weight
Chess" and "Spice Chess" [ 35] . Secondly, we need to build
a better theoretical substructure, by initially acknowledging
that our shared terms of reference for understanding sensory
experience are impoverished, in ways that make it difficult
for us to approach aesthetic experience as anything more
than superficial sensation (think "aesthetic trappings").
There are, however, grounds for hope, with new
contributions to understanding the senses coming from
geography [ 38] and cultural studies [ 19] . Both Rodaway
and Howes are interested in exploring ways in which our
sense knowledge functions as a cultural construction, and
supports our relationship to the world, in the broadest sense.
Rodaway seeks to explore the way in which the senses
function in "geographical understanding: the senses as both
a relationship to a world, and the senses as in themselves a
kind of structuring of space and defining of place" (p. 4).
Howes adds to our appreciation of how different cultures at
different historical moments have conceived of and
experienced the senses, which greatly expands our
understanding of the rich vocabulary of sense meaning, and
which has consequences for how we structure play. Finally,
reclaiming the notion of sensory play as a practice in game
aesthetics also calls us to rehabilitate promising threads in
aesthetic thought that have fallen by the wayside. We
should recall that aesthetics as it developed in the classical
period was a means of doing justice to "sensory
knowledge" (p. ix) as an alternative or complement to the
logical [ 23] , and this stance towards aesthetics and the
senses was further developed by Baumgarten, for whom
"the end of aesthetics is the perfection of sense cognition as
such" [ 16] . "Obscure ideas," arising from sense impressions
that we are not actively aware of, serve a binding role in
Baumgarten's thought, working through association and
"introducing into our present perceptions echoes of what
has disappeared from memory" (p. 367). Perhaps by
bringing this type of approach to aesthetics to bear on our
experience of digital games, we can hope to reclaim an
understanding of the senses as a site of another kind of
knowledge construction.
The second core of associations of the term game
aesthetics—that which supports broader comparisons
between games and other art forms— has the benefit of
allowing access to wider art and media discourses. This is
of paramount importance to specific classes of games,
especially those that establish dialogues with fine art
practice. This includes "game art," which, as defined by
Bittanti [ 4] , is "any art in which digital games played a
significant role in the creation, production and/or display of
the artwork." Strategies utilized by game artists include
modding, hacking and hardware modification. As Pearce
[35] demonstrates, the work of artists such as Schleiner and
Oliver implies a stance of co-creation towards the audience
of the work, and shows us the way to playfully engage the
intellect as well as the senses, often through strategies of
subversion. However, within a game industry context, this
particular approach to game aesthetics—relating games to
other art forms—tends to mire aesthetics discourse in
graphics style analysis [ 18] , or returns us repeatedly to the
ultimately unproductive question "are games art?" As has
been demonstrated numerous times in design fora (such as
Gamasutra) recently [ 5, 2, 36] , this question tends to
founder upon individual interpretations of the current, very
open definition of what constitutes an artwork (see Kelly,
above), rather than upon failure to appreciate the artistic
qualities specific to digital games.
Those seeking a more inclusive approach to game
aesthetics—one which can accommodate a range of design
practices that includes games from industry—can finesse
this problem by focusing instead on the third core of
aesthetics meaning. Whether or not we believe games to be
works of art, it is undeniable that games can give rise to an
aesthetic experience, as currently understood. According to
one approach, a prototypical (visual) aesthetic experience:
1. Is one in which attention is firmly fixed upon . . .
components of a visual pattern
2. Excludes the awareness of other objects or events.
3. Is dominated by intense feelings or emotions. .
4. Hangs together, is coherent
5. Involves "make-belie ve" [ 29]
Even this very basic definition of the aesthetic experience
maps quite nicely onto a number of important terms within
game studies, moving us immediately deeper than the
question "are games art?" allows us. The emphasis upon
attentiveness, absorption and wholeness in the play
experience can be identified with the immersive [ 13] and
"flow" qualities of digital games [ 7] . An aesthetic approach
to games as sites for "make believe" allows us to focus on
the qualities of fictional worlds in games, the roles we can
take on, as well as the mechanisms through which games
involve our participation, such as Huizinga's notion of
games as existing in a "magic circle" in which the normal
rules of our lives no longer apply [ 20] . These terms also
resonate well with the desired outcomes of successful game
design. Game designers themselves, for example, frequently
speak about creating games that are "tight" (cohesive) as
essential to fashioning a good play experience [ 3] .
Still, a snug fit between certain game studies terms and the
prototypical visual aesthetic experience, as evoked in a
single beholder in relation to a fixed artwork, does not
provide an adequate model for play, which is of course a
more dynamic, often social, and multi-sensory
phenomenon, realized, in the case of computer games,
through an interactive medium, in which the player can
rearrange the digital materials of the game artifact over
time, through their own activity. Here, a number of recent
scholars have been more explicit about the relations hip of
game aesthetics to play. For Egenfeldt-Nielsen et al [ 11] ,
game aesthetics is identified with the play experience in its
fullest sense, both the explicit elements that the player
encounters, such as the game world and representation, as
well as implicit features that influence the play experience,
such as rules. Aesthetics is play. Kirkpatrick [ 24] turns this
formulation around in a bold way: play is aesthetics. He
situates the central concept of the ludological study of
games—play—within aesthetics discourse. According to
this argument, play inheres in aesthetic experience, and is
only incidentally present in games (which are the focus of
ludology, as sites of structured play): "positioning the
computer game in this way, it becomes clear that it stands
somewhere between the traditional 'game,' which structures
play, and the aesthetic object or 'artwork,' which works by
stimulating the play of imaginative and cognitive faculties
in the subject of the aesthetic experience" (p. 75). This
argument, which is developed in a cultural studies context,
draws upon the work of Adorno to suggest that aesthetic
form has migrated in our time from its traditional home in
the world of art, to computer games.
Both of these arguments implicitly move the discourse
associated with game aesthetics beyond a focus on graphics
and "aesthetic trappings," which is welcome. Both of these
arguments assert the relevance of aesthetics to play, and
further to games. But there are also weaknesses here.
Egenfeldt-Nielsen et al. make great claims for the
significance of game aesthetics, completely identified, as it
is, with the play experience. There are problems with this
approach. First, it simply subsumes one overarching term
(aesthetics) within another (gameplay). Secondly, in their
quest for relevancy, their treatment fails to leverage the
positive cargo of aesthetics practice that is clearly important
to play, such as the link to the senses and to pleasures of the
body.
Aesthetics and Mechanics
Working out the relationship of aesthetics to mechanics can
help us begin to understand the place of aesthetics in play
and game design. A number of scholars have already tried
their hand at this. The most robust definition of mechanics
offered so far is Sicart's: "game mechanics are methods
invoked by agents, designed for interaction with the game
state"[ 42] . Although Sicart conflates aesthetics and
"graphics," the contours of his work suggest areas where a
deeper understanding of aesthetics can prove
complementary. His terminology is taken from object-
oriented programming, which is useful for formal analysis
of game elements, though it affords much less when
speculating about emotion and the player experience. Citing
Järvinen, Sicart notes that "game mechanics are best
described with verbs," thus "take cover" is a key mechanic
in Gears of War [ 12] . Obviously we need a lot more than
verbs to analytically differentiate the play experience of
different games. Defined this way, Shadow of the Colossus
[43] and Assassins Creed [44 ] share a number of the same
mechanics (climb, stab, ride, etc), but are of course very
different games. If game mechanics can provide the verbs
of the player experience (and thus implicitly answer the
question "what will the player do?"), game aesthetics can
provide the nouns and adjectives (and thus implicitly
contribute to the answer to the question "what will the
player's experience be?"). Although this sort of reductive,
language-based model for aesthetics is obviously not
adequate in itself, it does demonstrate that some of the
concerns of aesthetic experience can be taken into account
early in the design process, when specifying player
experience goals for example [ 14] . Greater descriptive
detail fleshes out emotional response; climbing huge,
bucking colossi bent on harm, and climbing tall towers into
the rarified atmosphere of Damascus establish quite
different tones and play experiences. In the MDA model
[21], the impact of a game is experienced and designed
through mechanics, dynamics and aesthetics, where
aesthetics represents the player's perspective and is
identified with "the desirable emotional responses evoked
in the player." The hierarchy as seen from the point of view
of the designer is reversed—the designer acts through
mechanics and dynamic systems behavior to influence the
player's experience. It should be noted here that game
aesthetics is often associated with the effect of the game
upon the player, rather than the means by which the game
achieves its power. The notion of aesthetics as something
that "happens" or is "done to" the player, however, is
limiting. I would argue instead that aesthetics rather is
something that is performed in the course of play, a
particular kind of pulling out of aesthetic pleasure from the
game mechanics through the experience of our bodies.
Embodiment and Aesthetics
With the launch of game platforms such as the Wii, which
have physical interfaces through which a player can
actually work up a sweat, the question of embodiment in
games no longer seems farfetched. Aesthetics discourse's
traditional strength in dealing with the senses makes it a
natural point of departure for seeking to understand
embodiment in games. Kirkpatrick [ 24] quotes Kant to
demonstrate that the aesthetic experience is not purely a
mental exercise, it is felt in the body as well:
"Music . . . and what provokes laughter are two
kinds of play with aesthetic ideas . . . the
quickening effect of both is physical, despite its
being excited by ideas of the mind, and . . . the
feeling of health . . . makes up that entire
gratification of an animated gathering upon the
spirit . . ." (p. 81).
One of the first dimensions of game embodiment is the
motor experience of play. Grodal argues that engaging
motor control through game controllers makes games
simulations in which a form of real-life learning can occur
through an "aesthetics of repetition" [ 17] . Grodal here uses
the term "aesthetics" as a means of expressing the defining
character of the play activity, with particular reference to
the sort of mastery the player acquires in the game.
However, we can also draw wider conclusions about how
controllers work through game aesthetics. Kirkpatrick
points out that the controller is the means by which we
experience (and create) aesthetic form in gameplay [ 25] ,
and this has design implications:
"Unlocking and developing aesthetic form in
computer games depends upon giving more power
to hands to cleave form from the dark matter of the
computer. New matter-forms, which depend on the
invention of new controllers, will define new
spaces for the playful body to inhabit."1
As Kirkpatrick points out, embodiment in games is not just
a function of engaging motor control, it can also be traced
in the player's physical relationship to game worlds and the
play context we "inhabit." The relationship between player
and context is an important site to explore for a deeper
understanding of how embodiment works through digital
games. In this task, we can draw upon recent interaction
design theory of Paul Dourish, who mines phenomenology
to develop his own conception of embodied interaction [ 9] .
The lesson that Dourish draws from phenomenology is that
it is impossible for us to understand and design interactive
systems in isolation; embodied interaction means that we
must take the physic al context of interaction—in its greatest
extension, the world—into account. It is our activity in and
through the world that is the source of meaning: "we find
the world meaningful primarily with respect to the ways in
which we act within it" (p. 125). Game worlds in this sense
shape player exploration and action, and enable particular
kinds of play. They are much more complex than simple
containers, or placeholders for visual styles. Dourish's
approach encourages us to consider the 3D game world in
its wider play context: the space around the console or
monitor. It has become a commonplace that digital games
are a "lean forward" medium, TV a "lean back" medium.
This is perhaps the first degree of whole-body game
engagement. Scholars who have studied the couch and
spaces of media use [ 26] point out that space surrounding
3D game worlds makes them social, even in the case of
single-player games. The space around the couch is one in
which players move and wander with the controller, and is
becoming the gestural space in which the Wiimote is used
[25]. From a perspective of aesthetics and embodiment, we
could say that the 3D game world is experienced in relation
to our own bodily experience of surrounding space, through
musculature, our senses, and our equilibrium. The
embodied and aesthetic experience of digital games could
be compared to looking at a Baroque ceiling, to which we
might respond with both wonder and vertigo.
Game Aesthetics and Pleasure
Carving out aesthetic form in the process of gameplay is a
pleasurable activity [ 25] , though the sort of discourse on
pleasure and enjoyment that has emerged in game studies
research so far offers little acknowledgement of the body.
Although producing a "fun" game is a self-evident design
goal, writers on the topic of fun tend to break down the term
in a way that emphasizes the social, competitive, challenge-
1 This conclusion draws from a more involved development
of thought from Focillon on touch and the creation of
aesthetic form.
based and exploratory nature of game enjoyment. Lazzarro
[31 ], for example, proposes four sources of gameplay
enjoyment: "hard fun" (challenge), "easy fun" (immersion
in the game), "altered states" (largely having to do with
self-esteem) and "the people factor" (sociability). Hunicke
et al [ 21] similarly subdivide game "fun" in a more
comprehensive way into game-related "aesthetic"
components of sensation, fantasy, narrative, challenge,
fellowship, discovery, expression and submission. Media
psychologists such as Klimmt have approached game
enjoyment by further developing an "excitation transfer
theory" that roots positive game emotion in the way in
which arousal is transferred from negative to positive
through suspense and relief [ 27] . Salen and Zimmerman's
discussion of game pleasure [ 40] , which deals with the
sensory roots of pleasure only with reference to
"overwhelming sensation" (echoing Ermi and Mäyrä ), is
largely based upon how games achieve a flow state.
Lauteren identifies pleasure with, among other things,
resistance to "structures of preference" within a text [ 30] . In
short, these approaches to game enjoyment focus on ways
in which games allow us to achieve and maintain particular
mental states. However, none of these approaches are fully
rooted in our direct sensory experience. Indeed, those
wishing to develop a comprehensive understanding of
sensory and embodied pleasure of games will have to look
elsewhere for support. How, for example, is our experience
of playing a game pleasurable in comparison to eating a
good meal or drinking a glass of wine, listening to music,
fishing, witnessing or enacting a good deed?
More promising from this perspective is the conception of
pleasure as it is elaborated within phenomenological
philosophy. Duncker's phenomenological analysis of
pleasure [ 10] provides a foundational taxonomy for later
development within hedonic psychology by Rozin [ 39] .
Duncker proposes three main types of pleasure: sensory
pleasure (in which "the immediate object is of the nature of
a sensation," such as drinking wine), joy (in which the
primary pleasure does not inhere in sensations or
perceptions themselves, but rather in the "consciousness o f
the situation," such as pleasure in "the victory of a good
cause"), and aesthetic pleasure (in which sensations take on
an expressive and communicative role: "Aesthetic
enjoyment is the principal . . . instance of enjoying
something expressed in the process of expression" p. 405).
A game such as Okami [ 6] demonstrates the way in which
these pleasures can coexist in a game: we experience
sensory pleasure from the visual, auditory and tactile
elements of the play experience, joy from seeing our efforts
to bring light to Nippon bear fruit, and aesthetic pleasure
from the way in which player agency, expressed through
the affordances of brushwork, ties all these together. Of
particular interest to the topic of games is Duncker's
concept of "dynamical joy:"
"Dynamical joys are based upon a kind of
experience that lies somewhere between emotion
proper and sensation: the tensions, excitements,
thrills and reliefs of acting and resting. Here
belong the delights of driving at high speed, of
fishing and hunting, of playing games, of
following a plot (e.g. in reading a good detective
story), etc" (p. 403).
Rozin builds upon Duncker's taxonomy, with focus upon
sensory pleasure and the contact senses, particularly related
to food, as a means of uncovering basic principles of more
complex hedonic systems. Rozin points out that the
pleasures associated with food take place within a temporal
frame that is extended to include not only experienced
pleasure, but also anticipated and remembered pleasure. He
continues: "experienced pleasure is on-line and momentary,
like brightness, and hence a sort of primitive. Integrated
pleasure . . . is a mentally constructed entity, which is
accessed and/or reconstructed in remembered and
anticipated pleasure. . . . Experienced pleasure . . .
function(s) to influence the behavior of the moment;
anticipated and remembered pleasure may guide ongoing
behavior, but they also may participate in decisions and
evaluations of future courses of action" (p. 112). Indeed,
Rozin concludes that "most sensory pleasure is experienced
in the remembered or anticipated domains, as opposed to
the online (experienced) domain" (p. 129). This extended
temporal frame of sensory pleasure has interesting
implications for game design, in which most decisions are
made with respect to the immediate experience of
gameplay. Anticipation, motivation, and memory are also
important targets for an aesthetic approach to game design.
Moreover, our experience of sensory pleasure creates a
sense of cohesion that has little to do with the formal
coherence of game parts and wholes. This is immediately
apparent in the (common) experience that even flawed
games can give rise to unforgettable play experiences that
we re-experience long after we leave the console. Games
achieve coherence not just through their formal
organization, but also through our experience of game
pleasure.
This conception of pleasure has much to recommend itself
to the current practice of game studies. First, it is able to
address a range of experience, from concrete sensory
pleasures to complex patterns of feeling. The expanded
temporal frame of pleasure allows us to examine not just
the immediate experience of gameplay, but also the ways in
which we make sense of our experience when we are away
from the console. Focusing on the sequences of emotions
that take place within a pleasurable experience also affords
the designer some suggestions regarding structures that may
provide greater pleasure within a game. Kubovy [ 28] points
out that "pleasures of the mind are collections of emotions
distributed over time whose global evaluation depends on
the intensity of the peak emotion and favorability of the
end" (p. 138). He links this observation to the frequently
noted emotional sequence of tension and relaxation that can
be identified in story structure: "Many stories have a
structure that parallels the prior state, onset, change and
equilibrium pattern episodes in human life. They begin with
an exposition, introduce a complication, and end with a
dénouement . . ." (p. 138). This formulation directs us to
focus on peak moments in the game.
Conclusion: Multiple Centers
We have spent a lot of energy in game studies research and
game design trying to identify the cores of the gaming
experience, and we have concentrated our attention upon
two intersecting spheres. The core of formal meaning of a
game, according to many current approaches, radiates out
from the procedural nature of games, through rule sets and
mechanics to sound, graphics and the controller; the core of
experienced game meaning radiates out from the brain and
cognitive awareness towards the senses and hands. Game
aesthetics research allows us to pay full attention to what
we have tended to think of as peripheral, the edges of the
spheres. New gaming technologies point us towards these
peripheries, and new understandings of the significance of
touch, the senses, formgiving and pleasure help us better
understand what really happens when we take the controller
in our hands. Where hands, senses, bodies and the tangible
qualities of games meet, the aesthetic meaning of games
emerges.
ACKNOWLEDGEMENTS
Thanks to T. L. Taylor and the students of her Advanced
Game Theory class at the IT University of Copenhagen,
whose feedback and insightful criticism of an earlier
version of this paper was very helpful to me. I am also
grateful to Bernard Perron for his comments as seminar
commentator on my Ph.D thesis. Apologies to Raymond
Carver, Paul Dourish and everybody else who has used the
title construction before me.
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... This is a significant component of game design given the importance of players' emotional experience in games for their immediate perception thereof, as well as for subsequent likelihood of replaying and word-of-mouth advertising. Niedenthal describes aesthetics as referring to "the sensory phenomena that the player encounters in the game" [59] (i.e., the visual and auditory elements). When visual and auditory components of a video game have strong thematic cohesion, and therefore contribute to the same aesthetic, players should experience or perceive a stronger emergent feeling of atmosphere. ...
... Simon Niedenthal defines video game aesthetics as "the sensory phenomena that the player encounters in the game" as well as the "aspects of digital games that are shared with other art forms" [59]. The definition of aesthetics is closely tied to the Oxford Dictionary definition of (non-game) atmosphere: "the pervading tone or mood of a place, situation, or creative work" [4]. ...
... The first study was conducted as a between-subjects online experiment, asking participants to view gameplay videos with differing audiovisual thematic cohesion, to gain insight into perceptions of atmosphere in games while participants are not distracted by playing themselves. We acknowledge that there is a difference between watching and playing a horror game [10], however atmosphere as created by the interplay between auditory and visual elements is something that games and movies share [59], therefore making this a viable source of data on atmospheric experiences. Further, given the increasing popularity of streaming websites such as Twitch, the consumption of games through a passive medium (watching) has never been more relevant. ...
Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisual thematic cohesion (i.e., the harmonic fit of sounds and graphics to a shared theme) of video game elements. We studied players' experience of thematic cohesion in two between-subjects, independent-measures experiments (N=109) across four conditions differing in their level of audiovisual thematic fit. Participants' experiences were assessed with physiological and psychometric measurements to understand the effect of game atmosphere on player experience. Results indicate that a lack of thematic fit between audio and visuals lowers the degree of perceived atmosphere, but that while audiovisual thematic dissonance may lead to higher-intensity negative-valence facial events, it does not impact self-reported player experience or immersion.
... Social coupons allow consumers to enjoy discounts on certain products and/or brands previously selected. According to Niedenthal [12], digital games share certain forms, aims, content and design practices with other media and art forms, which allows for comparison and generalization. The same author adds that similarly to the design of graphical games interfaces, there are many variables that may affect the user's attraction and performance/usage. ...
Digital media is evolving and challenging the implementation of corporate communication strategies which ceaselessly look for new tactics for customer acquisition and retention. In this domain, the present study assesses the importance of design in the digitalization of discount social coupons. It focuses on the analysis of the tactics used to increase attractiveness to customers, through an analysis from the point of view of the consumer and the marketeer responsible. The research follows the Design-based Research methodology that requires consequent redesign the artefact proposal – social coupon. Thus, the research is divided in 4 main phases. Data are collected through the inquiries by online questionnaires and interviews, and in a focus group session. The framework created and the evaluation of nine drawn coupon's proposal shows that consumers have a strong preference for warm colors, rounded shapes, and non-serif fonts. The findings of this research show that marketeers should clarify their tactics and adapt its digitalization to consumers' preferences. This study can complement previous studies based on the effectiveness of the digitalization of promotional tactics through social coupons. These ones are useful to the companies to understand how to increase consumer's interest.
... In catching up with the increasingly diverse needs, multi-modal aesthetic evaluation models that take into account the entire game design, development, quality-control, pipeline is essential [1]. Robust objective multi-dimensional aesthetic assessment metrics are in need to offer specific guidance for game designers and developers concerning different game styles [2]; leverage trade-off between the gaminggraphic complexity and the resource consumed for different Zhenyu Lei, Yejing Xie, and Suiyi Ling make equal contributions. Fig. 1: Examples of four-dimensional aesthetic scores defined in [1], from left to right: the 'Overall Aesthetic', the 'Colorfulness', the 'Fineness', and the 'Color Harmony'. ...
With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse needs of diversified game players, game designers, graphical developers, etc. in particular conditions, multi-modal aesthetic assessment is required to consider different aesthetic dimensions/perspectives. Since there are different underlying relationships between different aesthetic dimensions, e.g., between the `Colorfulness' and `Color Harmony', it could be advantageous to leverage effective information attached in multiple relevant dimensions. To this end, we solve this problem via multi-task learning. Our inclination is to seek and learn the correlations between different aesthetic relevant dimensions to further boost the generalization performance in predicting all the aesthetic dimensions. Therefore, the `bottleneck' of obtaining good predictions with limited labeled data for one individual dimension could be unplugged by harnessing complementary sources of other dimensions, i.e., augment the training data indirectly by sharing training information across dimensions. According to experimental results, the proposed model outperforms state-of-the-art aesthetic metrics significantly in predicting four gaming aesthetic dimensions.
... In digital games, aesthetics typically refer to the in-game sensory phenomena that the player encounters (visual, aural, haptic, embodied), while aesthetic experience refers to an expression of the game experienced as pleasure, emotion or sociability (Niedenthal, 2009). While existing empirical findings suggest that well-perceived audio and visual presentation in games positively influences players' engagement (Laffan et al., 2016), we argue that these emotional responses do not necessarily result from cutting edge realistic graphics. ...
Purpose This study uses a critically acclaimed digital game as an instructional tool to explore the role of emotional design elements on psychological flow and perceived learning. Design/methodology/approach The authors employ transportation theory to generate a set of antecedents of psychological flow and the theory of flow to connect the gaming experience to positive learning outcomes. The authors investigate the subjective learning experience of players with the use of a psychometric survey, and the authors employ structural equation modelling (SEM) to unearth the direct as well as the indirect effects amongst narrative, aesthetics, flow and learning outcomes. Findings The findings of this study demonstrate that narrative and aesthetics in serious games positively influence the perceived learning by facilitating a state of psychological flow. Research limitations/implications This study contributes to better understanding and theorizing the role of narrative and aesthetics on learning outcomes in the context of serious games. Practical implications The findings of this study bear valuable implications for the design of serious games as they highlight the importance of elements often disregarded as not directly related to the learning process and are typically absent from the design of serious games. Originality/value Prior studies have identified aesthetics and narratives as design elements that contribute to the perceived enjoyment of a game; this study empirically investigates the role of narratives and aesthetics in enhancing perceived learning through psychological flow.
... Hence, it is essential to understand and provide new ways to fulfill this task through sensory stimulation and sensory-perceptual systems. (Niedenthal 2009, 2) summarized the three most common understandings of game aesthetics in the literature. The first refers to the sensory phenomena in the game (visual, aural, haptic, and embodied). ...
To play is often known as a voluntary process in a temporary sphere with a unique disposition. In contemporaneity, games are a promising field for application and study, since they are sociocultural products with great impacts on the economy and in technology. Throughout the history of the development of this medium, the sensory experience included the perceptual channels of vision, hearing, and cognition to solve problems. Therefore, this study presents the theme through a systematic literature review and describes several applications and approaches that accentuate and diversify the user's sensory experience. The main contribution of the study is to elucidate and illustrate the multisensory experiences that involve the use of the kinesthetic system (voice and body) and the haptic system (smell and taste). Moreover, visual experiences have been enhanced through augmented reality, virtual reality, and 3-D visualization. The results and discussion note the particularities of this media and aspects for the feasibility of future applications. It is hoped that this research will pave the way for future work involving case studies of games that allow for aesthetic experiences beyond solely visual experiences to deepen the sensitivity analysis and the process of generating meaning as well as emotional, and cognitive responses.
... Assim, duas indagações norteiam o texto: primeiro, se a experiência que temos com um game pode ser semelhante à experiência com uma obra de arte; segundo, que tipo de game promoveria, ao invés de intimidar, uma experiência desta natureza. Iniciamos a reflexão sobre o assunto em diálogo com dois artigos recentes, um de autoria de Simon Niedenthal (2009) 51 e outro de Jef Folkerts (2011) 52 , tendo por base o conceito de experiência artística formulado pelo filósofo Hans-Georg Gadamer (1977;1985). 49 ...
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Ana Beatriz Bahia
O artigo discute a relação entre arte e game. Mapeia a posição de autores que problematizam o uso do termo "estética" para nomear o conteúdo artístico de um game, e distinguem game arte (games criados com motivação artística) da arte de games (conteúdo artístico dos games). Os autores apresentam outro ponto de vista da relação, não mais centrado no objeto-game, mas na experiência do sujeito-jogador, entendendo que a experiência artística pode realizar-se até mesmo em games de entretenimento. Para tanto, tomam como base teórica o pensamento do filósofo fenomenológico-hermenêutico Gadamer elencando três fundamentos antropológicos da obra de arte (festa, símbolo e jogo) e dialogam com artigos recentes de pesquisadores da área de games, como Simon Niedenthal e Jef Folkerts.
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Cesar Cardenal
El objetivo del proyecto es analizar en qué ámbitos se aplica en la actualidad la gamificación en la gestión de la fuerza de ventas dentro de la industria farmacéutica y cómo lo hace en comparación a otros sectores del ámbito empresarial, determinando elementos en común, así como barreras y/o limitaciones puede tener a la hora de implementar esta herramienta en comparación con los otros. En la metodología a emplear, revisamos el marco teórico de cuáles son los elementos que conforman la gamificación y analizamos casos de éxito de aplicación en distintos sectores buscando en la bibliografía actual, para posteriormente lanzar una encuesta anónima a 115 trabajadores de empresas farmacéuticas, así como entrevistas cualitativas a directivos del sector con una visión global. Los resultados determinan que en la industria farmacéutica tan solo un 29,82% de trabajadores emplean la gamificación en la obtención de objetivos cuantitativos, mientras que en la literatura revisada de otros sectores esta se emplea en el 100% de los casos. En cuanto a los objetivos estratégicos, es el objetivo de formación en el que mayormente se utiliza la gamificación en la industria farmacéutica (58%), ocho puntos por encima del resto de sectores analizados, seguido por la aplicación con profesionales sanitarios (50%) y estrategias de comercial/marketing (41,74%). Las compañías farmacéuticas emplean la gamificación en la consecución de objetivos cuantitativos en menor medida que otros sectores, debido a que el incentivo económico es un elemento suficientemente motivador para gestionar la fuerza de ventas. Dentro del uso de la gamificación, es en el objetivo estratégico de formación donde más se utiliza esta técnica con elementos comunes a otros sectores. La delimitación de la gamificación viene marcada por el código de buenas prácticas de farmaindustria y es importante destacar que, a nivel de transformación del sector, la aplicación de esta herramienta en la formación de los profesionales sanitarios conseguirá la mejoría en la calidad de vida de los pacientes.
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Alvaro Triana
Este proyecto de investigación busca analizar las relaciones hegemónicas de la Industria Cultural del videojuego, por medio de un caso de estudio enfocado en la empresa Efecto Studios y su juego de video Decoherence. Para lograr esto, se trabajó con entrevistas, encuestas y diarios de campo del trabajo en la empresa, así como imágenes, código fuente y el juego de video mismo. Usando el enfoque de la Serialidad Digital se busca profundizar en las relaciones de Hegemonía de la Industria de los juegos de video, con la intención de desestabilizar los discursos dominantes y abrir un espacio de discusión que permita llegar a una producción de videojuegos más diversa e incluyente. Palabras clave: videojuegos, industrias culturales, hegemonía, artefacto cultural, estudios críticos del código, serialidad This research project seeks to analyze the hegemonic relations of the Cultural Industry of the video game, through a case study focused on the company Efecto Studios and its video game Decoherence. To achieve this, we worked with interviews, surveys and field diaries of the work in the company, as well as images, source code and the video game itself. Using the Digital Seriality approach, we sought to deepen the relationships of Hegemony in the video game industry, with the intention of destabilizing the dominant discourses and opening a space for discussion that would lead to a more diverse and inclusive video game production. Keywords: video games, cultural industries, hegemony, cultural artifact, critical code studies, digital seriality
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Victor Ribas
- Giulia Costa Sotero
A gamificação apresenta-se no ambiente esportivo como uma ferramenta capaz de desenvolver habilidades e aspectos comportamentais desejados de forma prática, motivadora e engajadora. Os atletas no ambiente esportivo necessitam desenvolver habilidades e capacidades mentais como, resiliência, gerenciamento emocional, motivação e diversos aspectos comportamentais que os ajudem a melhorar seu desempenho. Dessa forma, o presente manual visa orientar outros profissionais inseridos no contexto acerca do desenvolvimento da gamificação que tem como base o modelo MDA, utilizando-se da estética, mecânica e dinâmica de forma mais efetiva no seu cenário, dentro do esporte e de sua modalidade esportiva.
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Espen Aarseth
L'estudi de l'estetica dels jocs es una practica recent que abasta menys de dues decades. A diferencia de les teories de jocs en matematiques o ciencies socials, que son molt mes antigues, els jocs es van convertir en objecte d'estudi per a les humanitats nomes quan els videojocs i jocs d'ordinador es van tornar populars. Aquesta falta d'interes continuada pot semblar estranya, pero nomes si considerem que els jocs tradicionals i els jocs d'ordinador son intrinsecament similars, la qual cosa no es aixi. Podem intentar explicar aquesta manca assenyalant que les elits estetiques i teoriques que conreen l'analisi d'objectes artistics dels mitjans (literatura, arts visuals, teatre, musica) solen considerar els jocs com una cosa trivial i popular. Pero aixo no explica el fet que els estudis estetics sobre jocs siguin possibles en l'actualitat, i fins i tot en alguns entorns academics, s'estimulin i rebin suport amb beques. Que ha passat per provocar aquest canvi? Text complet (PDF) Node complet (PDF)
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Lisbeth Klastrup
This paper examines the relation between social inter- action and fun in multi-player console gaming contexts. It points to the fruitfullness of integrating game studies and game sociology with cultural studies of television and video use in order to explain both the framing and (social) use of console games and the fun of playing them. A prestudy of the relation between social interaction and fun in the playing of the game Super Monkey Ball reveals that there is a close rela- tion between gaming skills, the gaming situation as a pleasurable and relieving social activity and the expe- rience of fun.
- David Hayward
Depending on your point of view, photo-realism is either a scourge or a grail. The drive for it has come to dominate the visual aesthetics of videogames, and current technology seems to be pushing us very close to a peak. Limited markets and rising development costs, however, seem to indicate a gaping abyss. So will photo-real games be well crafted marvels of technology, or feats of economic hubris infused with mediocre gameplay? Will they be the ferryman to conduct yet more development studios across the Styx? The photo-real push is obviously important to many people within and surrounding the game industry, as demonstrated not only by the persistent trend in commercial development, but also by work such as the System Shock 2 mod Rebirth, which replaced some of the models with curvier versions, designed for more powerful machines than the original game. Yet increasingly, the push is sneered at. Among some of the gamers I know, the latest graphical offerings get little more than apathy. Critics cite rising development costs and the potential of different artistic goals, and are generally scornful of industry resources being poured into visually superior concrete and monsters. Nonetheless, they seem dangerously close to drowning under the effusion of marketing departments and most players.
- Paul Rodaway
The contemporary challenge of postmodernity draws our attention to the nature of reality and the ways in which experience is constructed. Sensuous Geographies explores our immediate sensuous experience of the world. Touch, smell, hearing and sight - the four senses chiefly relevant to geographical experience - both receive and structure information. The process is mediated by historical, cultural and technological factors. Issues of definition are illustrated through a variety of sensuous geographies. Focusing on postmodern concerns with representation, the book brings insights from individual perceptions and cultural observations to an analysis of the senses, challenging us to reconsider the role of the sensuous as not merely the physical basis of understanding but as an integral part of the cultural definition of geographical knowledge.
- Uday Gajendar
A coherent model identifying specific, tangible elements of a beautiful experience will enable a designer to argue effectively with non-design peers. Beauty must be repositioned away from surface effects toward a cumulative sense of how fundamental elements work in collaboration to achieve something memorable and desirable, thus deserving repeat purchase and positive testimonials. Aesthetic implies a complete and total sense of human value connecting to the consumer on multiple levels. Using the framework of shared aesthetics, one can easily identify the problems underlying aesthetic breakdowns. The framework becomes an important tool for critical analysis comparing design solutions. The goal of this framework is to engage with peers in a productive dialogue, thus enrolling the tea into the designer's pursuit of beauty.
Gamasutra The Aesthetics Of Game Art And Game Design
Source: https://www.researchgate.net/publication/235963478_What_We_Talk_About_When_We_Talk_About_Game_Aesthetics
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