{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T04:23:05Z","timestamp":1750220585908,"version":"3.41.0"},"publisher-location":"New York, NY, USA","reference-count":26,"publisher":"ACM","license":[{"start":{"date-parts":[[2020,11,2]],"date-time":"2020-11-02T00:00:00Z","timestamp":1604275200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2020,11,2]]},"DOI":"10.1145\/3383668.3419862","type":"proceedings-article","created":{"date-parts":[[2020,11,3]],"date-time":"2020-11-03T12:27:35Z","timestamp":1604406455000},"page":"282-286","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":3,"title":["Squeezer - A Tool for Designing Juicy Effects"],"prefix":"10.1145","author":[{"given":"Mads","family":"Johansen","sequence":"first","affiliation":[{"name":"IT University of Copenhagen, Copenhagen, Denmark"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Martin","family":"Pichlmair","sequence":"additional","affiliation":[{"name":"IT University of Copenhagen, Copenhagen, Denmark"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Sebastian","family":"Risi","sequence":"additional","affiliation":[{"name":"IT University of Copenhagen, Copenhagen, Denmark"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2020,11,3]]},"reference":[{"key":"e_1_3_2_2_1_1","unstructured":"Mark Brown. 2015. Secrets of Game Feel and Juice.  Mark Brown. 2015. Secrets of Game Feel and Juice."},{"key":"e_1_3_2_2_2_1","unstructured":"Mark Brown. 2019. Why Does Celeste Feel So Good to Play? | Game Maker?s Toolkit.  Mark Brown. 2019. Why Does Celeste Feel So Good to Play? | Game Maker?s Toolkit."},{"key":"e_1_3_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.5594\/J07698"},{"key":"e_1_3_2_2_4_1","volume-title":"A Vision For Continuous Automated Game Design. arXiv:1707.09661 [cs] (July","author":"Cook Michael","year":"2017","unstructured":"Michael Cook . 2017. A Vision For Continuous Automated Game Design. arXiv:1707.09661 [cs] (July 2017 ). arXiv:1707.09661 [cs] Michael Cook. 2017. A Vision For Continuous Automated Game Design. arXiv:1707.09661 [cs] (July 2017). arXiv:1707.09661 [cs]"},{"key":"e_1_3_2_2_5_1","volume-title":"Software Engineering For Automated Game Design. arXiv:2004.01770 [cs] (April","author":"Cook Michael","year":"2020","unstructured":"Michael Cook . 2020. Software Engineering For Automated Game Design. arXiv:2004.01770 [cs] (April 2020 ). arXiv:2004.01770 [cs] Michael Cook. 2020. Software Engineering For Automated Game Design. arXiv:2004.01770 [cs] (April 2020). arXiv:2004.01770 [cs]"},{"key":"e_1_3_2_2_6_1","volume-title":"Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output.","author":"Cook Michael","year":"2016","unstructured":"Michael Cook , Jeremy Gow , and Simon Colton . 2016 . Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output. (2016), 16. Michael Cook, Jeremy Gow, and Simon Colton. 2016. Danesh: Helping Bridge The Gap Between Procedural Generators And Their Output. (2016), 16."},{"key":"e_1_3_2_2_7_1","unstructured":"Renaud Foresti\u00e9. 2019. How to Design with Feedback and Game Feel in Mind Shake It ?til You Make It.  Renaud Foresti\u00e9. 2019. How to Design with Feedback and Game Feel in Mind Shake It ?til You Make It."},{"key":"e_1_3_2_2_8_1","doi-asserted-by":"publisher","DOI":"10.1201\/b16671"},{"key":"e_1_3_2_2_9_1","unstructured":"Kyle Gray Kyle Gabler Shalin Shodhan and Matt Kunic. 2005. How to Prototype a Game in Under 7 Days.  Kyle Gray Kyle Gabler Shalin Shodhan and Matt Kunic. 2005. How to Prototype a Game in Under 7 Days."},{"key":"e_1_3_2_2_10_1","doi-asserted-by":"crossref","unstructured":"Kieran Hicks Patrick Dickinson Juicy Holopainen and Kathrin Gerling. 2018. Good Game Feel: An Empirically Grounded Framework for Juicy Design. (2018) 17.  Kieran Hicks Patrick Dickinson Juicy Holopainen and Kathrin Gerling. 2018. Good Game Feel: An Empirically Grounded Framework for Juicy Design. (2018) 17.","DOI":"10.1145\/3311350.3347171"},{"key":"e_1_3_2_2_11_1","unstructured":"Robin Hunicke. 2009. Loving Your Player With Juicy Feedback.  Robin Hunicke. 2009. Loving Your Player With Juicy Feedback."},{"key":"e_1_3_2_2_12_1","volume-title":"Video Game Description Language Environment for Unity Machine Learning Agents. In 2019 IEEE Conference on Games (CoG). 1--8. https:\/\/doi.org\/10","author":"Johansen Mads","year":"2019","unstructured":"Mads Johansen , Martin Pichlmair , and Sebastian Risi . 2019 . Video Game Description Language Environment for Unity Machine Learning Agents. In 2019 IEEE Conference on Games (CoG). 1--8. https:\/\/doi.org\/10 .1109\/CIG.2019.8848072 10.1109\/CIG.2019.8848072 Mads Johansen, Martin Pichlmair, and Sebastian Risi. 2019. Video Game Description Language Environment for Unity Machine Learning Agents. In 2019 IEEE Conference on Games (CoG). 1--8. https:\/\/doi.org\/10.1109\/CIG.2019.8848072"},{"key":"e_1_3_2_2_13_1","unstructured":"Martin Jonasson and Petri Purho. 2012. Juice It or Lose It. (2012).  Martin Jonasson and Petri Purho. 2012. Juice It or Lose It. (2012)."},{"key":"e_1_3_2_2_14_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.destud.2005.03.001"},{"key":"e_1_3_2_2_15_1","volume-title":"Interface Feedback. In Proceedings of First Joint FDG\/DiGRA Conference. Dundee, 2.","author":"Juul Jesper","year":"2016","unstructured":"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, 2. 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, 2."},{"key":"e_1_3_2_2_16_1","doi-asserted-by":"publisher","DOI":"10.15340\/2148188111997"},{"key":"e_1_3_2_2_17_1","volume-title":"Marc Ebner, Simon M Lucas, Risto Miikkulainen, Tom Schaul, and Tommy Thompson.","author":"Levine John","year":"2013","unstructured":"John Levine , Clare Bates Congdon , Marc Ebner, Simon M Lucas, Risto Miikkulainen, Tom Schaul, and Tommy Thompson. 2013 . General Video Game Playing . (2013), 7. John Levine, Clare Bates Congdon, Marc Ebner, Simon M Lucas, Risto Miikkulainen, Tom Schaul, and Tommy Thompson. 2013. General Video Game Playing. (2013), 7."},{"key":"e_1_3_2_2_18_1","unstructured":"Jan Willem Nijman. 2013. The Art of Screenshake.  Jan Willem Nijman. 2013. The Art of Screenshake."},{"key":"e_1_3_2_2_19_1","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2015.2402393"},{"key":"e_1_3_2_2_20_1","unstructured":"Tomas 'DrPetter' Pettersson. 2007. SFXR. http:\/\/www.drpetter.se\/project_sfxr.html.  Tomas 'DrPetter' Pettersson. 2007. SFXR. http:\/\/www.drpetter.se\/project_sfxr.html."},{"key":"e_1_3_2_2_21_1","doi-asserted-by":"publisher","DOI":"10.1145\/800224.806814"},{"key":"e_1_3_2_2_22_1","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2013.6633610"},{"volume-title":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08)","author":"Secretan Jimmy","key":"e_1_3_2_2_23_1","unstructured":"Jimmy Secretan , Nicholas Beato , David B. D Ambrosio , Adelein Rodriguez , Adam Campbell , and Kenneth O. Stanley . 2008. Picbreeder: Evolving Pictures Collaboratively Online . In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08) . Association for Computing Machinery, Florence, Italy, 1759--1768. https:\/\/doi.org\/10.1145\/1357054.1357328 10.1145\/1357054.1357328 Jimmy Secretan, Nicholas Beato, David B. D Ambrosio, Adelein Rodriguez, Adam Campbell, and Kenneth O. Stanley. 2008. Picbreeder: Evolving Pictures Collaboratively Online. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08). Association for Computing Machinery, Florence, Italy, 1759--1768. https:\/\/doi.org\/10.1145\/1357054.1357328"},{"key":"e_1_3_2_2_24_1","volume-title":"Game Feel: The Secret Ingredient.","author":"Swink Steve","year":"2007","unstructured":"Steve Swink . 2007 . Game Feel: The Secret Ingredient. Steve Swink. 2007. Game Feel: The Secret Ingredient."},{"key":"e_1_3_2_2_25_1","unstructured":"Steve Swink. 2009. Game Feel. Morgan Kaufmann.  Steve Swink. 2009. Game Feel. Morgan Kaufmann."},{"volume-title":"The Illusion of Life: Disney Animation","author":"Thomas Frank","key":"e_1_3_2_2_26_1","unstructured":"Frank Thomas and Ollie Johnston . 1981. The Illusion of Life: Disney Animation . Abbeville Press , New York . Frank Thomas and Ollie Johnston. 1981. The Illusion of Life: Disney Animation. Abbeville Press, New York."}],"event":{"name":"CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"],"location":"Virtual Event Canada","acronym":"CHI PLAY '20"},"container-title":["Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3383668.3419862","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3383668.3419862","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T21:31:39Z","timestamp":1750195899000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3383668.3419862"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,11,2]]},"references-count":26,"alternative-id":["10.1145\/3383668.3419862","10.1145\/3383668"],"URL":"https:\/\/doi.org\/10.1145\/3383668.3419862","relation":{},"subject":[],"published":{"date-parts":[[2020,11,2]]},"assertion":[{"value":"2020-11-03","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}