{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,17]],"date-time":"2026-04-17T17:27:49Z","timestamp":1776446869225,"version":"3.51.2"},"publisher-location":"New York, NY, USA","reference-count":57,"publisher":"ACM","license":[{"start":{"date-parts":[[2024,10,14]],"date-time":"2024-10-14T00:00:00Z","timestamp":1728864000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2024,10,14]]},"DOI":"10.1145\/3665463.3678781","type":"proceedings-article","created":{"date-parts":[[2024,10,10]],"date-time":"2024-10-10T07:16:52Z","timestamp":1728544612000},"page":"24-30","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":4,"title":["Understanding the Design of Emotionally Impactful Game Feel"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-7196-5254","authenticated-orcid":false,"given":"Prabhav","family":"Bhatnagar","sequence":"first","affiliation":[{"name":"Aalto University, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3471-280X","authenticated-orcid":false,"given":"Markus","family":"Laattala","sequence":"additional","affiliation":[{"name":"Aalto University, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0004-0152-5981","authenticated-orcid":false,"given":"Supriya","family":"Dutta","sequence":"additional","affiliation":[{"name":"Aalto University, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7764-3459","authenticated-orcid":false,"given":"Perttu","family":"H\u00e4m\u00e4l\u00e4inen","sequence":"additional","affiliation":[{"name":"Aalto University, Finland"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2024,10,14]]},"reference":[{"key":"e_1_3_2_2_1_1","unstructured":"Max Bain. 2024. m-bain\/whisperX. https:\/\/github.com\/m-bain\/whisperX original-date: 2022-12-09T02:34:23Z."},{"key":"e_1_3_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/2858036.2858227"},{"key":"e_1_3_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/3173574.3173615"},{"key":"e_1_3_2_2_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/3474664"},{"key":"e_1_3_2_2_5_1","unstructured":"Kathy Charmaz. 2014. Constructing Grounded Theory. https:\/\/uk.sagepub.com\/en-gb\/eur\/constructing-grounded-theory\/book235960"},{"key":"e_1_3_2_2_6_1","unstructured":"Jenova Chen. [n. d.]. Designing Journey. https:\/\/www.gdcvault.com\/play\/1017700\/Designing"},{"key":"e_1_3_2_2_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/2793107.2793147"},{"key":"e_1_3_2_2_8_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412019881536"},{"key":"e_1_3_2_2_9_1","doi-asserted-by":"publisher","unstructured":"Tom Cole and Marco Gillies. 2022. Emotional Exploration and the Eudaimonic Gameplay Experience: A Grounded Theory. 1\u201316. https:\/\/doi.org\/10.1145\/3491102.3502002","DOI":"10.1145\/3491102.3502002"},{"key":"e_1_3_2_2_10_1","doi-asserted-by":"publisher","unstructured":"Tom Cole and Marco Gillies. 2022. More than a bit of coding: (un-)Grounded (non-)Theory in HCI. 1\u201311. https:\/\/doi.org\/10.1145\/3491101.3516392","DOI":"10.1145\/3491101.3516392"},{"key":"e_1_3_2_2_11_1","doi-asserted-by":"publisher","DOI":"10.17645\/mac.v9i2.3824"},{"key":"e_1_3_2_2_12_1","doi-asserted-by":"publisher","unstructured":"Rowan Daneels Heidi Vandebosch and Michel Walrave. 2023. \u201cDeeper gaming\u201d: A literature review and research agenda on eudaimonia in digital games research.Technology Mind and Behavior 4 2 (May 2023). https:\/\/doi.org\/10.1037\/tmb0000108","DOI":"10.1037\/tmb0000108"},{"key":"e_1_3_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/3411764.3445286"},{"key":"e_1_3_2_2_14_1","unstructured":"Douglas Wilson. 2017. A Tale of Two Jousts: Multimedia Game Feel and Imagination. https:\/\/www.youtube.com\/watch?v=hpdcek4hLA8"},{"key":"e_1_3_2_2_15_1","volume-title":"Jan Willem Nijman - Vlambeer - \"The art of screenshake\" at INDIGO Classes","author":"Garden Dutch Game","year":"2013","unstructured":"Dutch Game Garden. 2013. Jan Willem Nijman - Vlambeer - \"The art of screenshake\" at INDIGO Classes 2013. https:\/\/www.youtube.com\/watch?v=AJdEqssNZ-U"},{"key":"e_1_3_2_2_16_1","unstructured":"Game Maker\u2019s Toolkit. 2015. Secrets of Game Feel and Juice. https:\/\/www.youtube.com\/watch?v=216_5nu4aVQ"},{"key":"e_1_3_2_2_17_1","volume-title":"Theoretical Sensitivity: Advances in the Methodology of Grounded Theory","author":"Glaser G.","year":"1978","unstructured":"Barney\u00a0G. Glaser. 1978. Theoretical Sensitivity: Advances in the Methodology of Grounded Theory. Sociology Press."},{"key":"e_1_3_2_2_18_1","volume-title":"Emergence Vs Forcing: Basics of Grounded Theory Analysis","author":"Glaser G.","unstructured":"Barney\u00a0G. Glaser. 1992. Emergence Vs Forcing: Basics of Grounded Theory Analysis. Sociology Press. Google-Books-ID: 1ZJiQgAACAAJ."},{"key":"e_1_3_2_2_19_1","unstructured":"grapefrukt. 2012. Juice it or lose it - a talk by Martin Jonasson & Petri Purho. https:\/\/www.youtube.com\/watch?v=Fy0aCDmgnxg"},{"key":"e_1_3_2_2_20_1","doi-asserted-by":"crossref","unstructured":"Kieran Hicks Patrick Dickinson Jussi Holopainen and Kathrin Gerling. 2018. Good Game Feel: An Empirically Grounded Framework for Juicy Design. http:\/\/eprints.lincoln.ac.uk\/id\/eprint\/31957\/","DOI":"10.26503\/dl.v2018i1.936"},{"key":"e_1_3_2_2_21_1","doi-asserted-by":"publisher","DOI":"10.1145\/3549487"},{"key":"e_1_3_2_2_22_1","unstructured":"Matt Kucic. 2005. How to Prototype a Game in Under 7 Days. https:\/\/www.gamedeveloper.com\/game-platforms\/how-to-prototype-a-game-in-under-7-days"},{"key":"e_1_3_2_2_23_1","doi-asserted-by":"publisher","DOI":"10.3998\/mpub.12758539"},{"key":"e_1_3_2_2_24_1","volume-title":"I Say How High? Operationalising the Game Feel of Jumping.","author":"Martin Fasterholdt","year":"2016","unstructured":"Fasterholdt Martin, Pichlmair Martin, and Holmg\u00e5rd Christoffer. 2016. You Say Jump, I Say How High? Operationalising the Game Feel of Jumping. (2016). http:\/\/www.digra.org\/wp-content\/uploads\/digital-library\/paper_248.pdf Place: Dundee, Scotland Publisher: Digital Games Research Association and Society for the Advancement of the Science of Digital Games."},{"key":"e_1_3_2_2_25_1","volume-title":"Game Feel: Why Your Death Animation Sucks. https:\/\/www.youtube.com\/watch?v=pmSAG51BybY","author":"Berbece Nicolae","year":"2015","unstructured":"Nicolae Berbece. 2015. Game Feel: Why Your Death Animation Sucks. https:\/\/www.youtube.com\/watch?v=pmSAG51BybY"},{"key":"e_1_3_2_2_26_1","doi-asserted-by":"publisher","DOI":"10.1109\/TG.2021.3072241"},{"key":"e_1_3_2_2_27_1","unstructured":"Prof Brown. 2016. Vector 2016 - The Nuance of Juice Talk. https:\/\/www.youtube.com\/watch?v=qtgWBUIOjK4"},{"key":"e_1_3_2_2_28_1","volume-title":"Time Well-Spent?: Motivation for Entertainment Media and Its Eudaimonic Aspects Through the Lens of Self-Determination Theory","author":"Rigby Scott","unstructured":"C.\u00a0Scott Rigby and Richard\u00a0M. Ryan. 2016. Time Well-Spent?: Motivation for Entertainment Media and Its Eudaimonic Aspects Through the Lens of Self-Determination Theory. In The Routledge Handbook of Media Use and Well-Being. Routledge. Num Pages: 15."},{"key":"e_1_3_2_2_29_1","doi-asserted-by":"crossref","unstructured":"John Salisbury and Tom Cole. 2016. Grounded Theory in Games Research: Making the Case and Exploring the Options.","DOI":"10.26503\/dl.v2016i1.808"},{"key":"e_1_3_2_2_30_1","doi-asserted-by":"publisher","DOI":"10.1201\/9780080919171"},{"key":"e_1_3_2_2_31_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.neubiorev.2023.105450"},{"key":"e_1_3_2_2_32_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.physbeh.2011.06.004"},{"key":"e_1_3_2_2_33_1","volume-title":"Game feel: a game designer\u2019s guide to virtual sensation","author":"Swink Steve","unstructured":"Steve Swink. 2009. Game feel: a game designer\u2019s guide to virtual sensation. Morgan Kaufmann Publishers\/Elsevier, Amsterdam ; Boston. OCLC: ocn229025891."},{"key":"e_1_3_2_2_34_1","volume-title":"Rules of Play: Game Design Fundamentals","author":"Tekinbas Katie\u00a0Salen","unstructured":"Katie\u00a0Salen Tekinbas and Eric Zimmerman. 2003. Rules of Play: Game Design Fundamentals. MIT Press. Google-Books-ID: YrT4DwAAQBAJ."},{"key":"e_1_3_2_2_35_1","unstructured":"The Game Overanalyser. 2019. The Art and Science of Game Feel | How Game Designers Juice Games with Mechanics Pacing and Effects. https:\/\/www.youtube.com\/watch?v=EDElfx2qo_M"},{"key":"e_1_3_2_2_36_1","doi-asserted-by":"publisher","unstructured":"Jan\u00a0Benjamin Vornhagen Dan Bennett Dooley Murphy and Elisa\u00a0D. Mekler. 2023. \u201cI\u2019m the leader and I\u2019m going to save the world\u201d: Characterizing Empowering and Disempowering Game Experiences. https:\/\/doi.org\/10.31219\/osf.io\/yt476","DOI":"10.31219\/osf.io\/yt476"},{"key":"e_1_3_2_2_37_1","doi-asserted-by":"publisher","DOI":"10.1145\/3613904.3642543"},{"key":"e_1_3_2_2_38_1","unstructured":"Naughty Dog. 2013. The Last of Us."},{"key":"e_1_3_2_2_39_1","unstructured":"Dontnod Entertainment. 2015. Life is Strange. Game [PlayStation 3 PlayStation 4 Windows Xbox 360 Xbox One macOS Linux iOS Android Google Stadia Nintendo Switch]. Square Enix Europe."},{"key":"e_1_3_2_2_40_1","unstructured":"Extremely OK Games. 2018. Celeste."},{"key":"e_1_3_2_2_41_1","first-page":"8","article-title":"Undertale. Game [macOS, Windows, Linux","author":"Fox Toby","year":"2015","unstructured":"Toby Fox. 2015. Undertale. Game [macOS, Windows, Linux, PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox One]. https:\/\/undertale.com\/ Toby Fox, 8-4.","journal-title":"PlayStation 4, PlayStation Vita, Nintendo Switch, Xbox One]. https:\/\/undertale.com\/ Toby Fox"},{"key":"e_1_3_2_2_42_1","unstructured":"Daniel\u00a0Mullins Games. 2021. Inscryption."},{"key":"e_1_3_2_2_43_1","unstructured":"Infinity Ward. 2007. Call of Duty 4: Modern Warfare. Game [Windows macOS PlayStation 3 Xbox 360 Wii]. Activision."},{"key":"e_1_3_2_2_44_1","volume-title":"Game [PlayStation 2]. Sony Computer Entertainment","author":"Studio Japan","unstructured":"Japan Studio and Team Ico. 2001. Ico. Game [PlayStation 2]. Sony Computer Entertainment, Tokyo, Japan.."},{"key":"e_1_3_2_2_45_1","unstructured":"Jordan Magnuson. 2010. Freedom Bridge. https:\/\/jordanmagnuson.itch.io\/freedom-bridge."},{"key":"e_1_3_2_2_46_1","unstructured":"Kojima Productions. 2019. Death Stranding. Sony Interactive Entertainment 505 Games."},{"key":"e_1_3_2_2_47_1","volume-title":"Arise: A Simple Story. Game [PlayStation 4, Windows, Xbox One, Nintendo Switch].","author":"Studio Piccolo","year":"2001","unstructured":"Piccolo Studio. 2001. Arise: A Simple Story. Game [PlayStation 4, Windows, Xbox One, Nintendo Switch]."},{"key":"e_1_3_2_2_48_1","volume-title":"Nier: Automata. Game [PlayStation 4, Windows, Xbox One, Nintendo Switch]. Square Enix.","year":"2017","unstructured":"PlatinumGames. 2017. Nier: Automata. Game [PlayStation 4, Windows, Xbox One, Nintendo Switch]. Square Enix."},{"key":"e_1_3_2_2_49_1","unstructured":"Playdead. 2010. Limbo. Game [Xbox 360 PlayStation 3 Windows macOS Linux Xbox One PlayStation 4 PlayStation Vita Nintendo Switch iOS Android]. Microsoft Game Studios."},{"key":"e_1_3_2_2_50_1","unstructured":"Shigeru Miyamoto. 1985. Super Mario Bros.NES Arcade."},{"key":"e_1_3_2_2_51_1","unstructured":"Sony Interactive Entertainment. 2018. God of War."},{"key":"e_1_3_2_2_52_1","unstructured":"Supergiant Games. 2011. Bastion. Game [Windows Mac OS X Linux Xbox 360 Xbox One iOS PlayStation 4 PlayStation Vita Nintendo Switch]. Warner Bros. Interactive Entertainment Supergiant Games."},{"key":"e_1_3_2_2_53_1","unstructured":"Team Meat. 2010. Super Meat Boy. Team Meat."},{"key":"e_1_3_2_2_54_1","unstructured":"Telltale Games. 2019. The Walking Dead: The Telltale Definitive Series. Skybound Games."},{"key":"e_1_3_2_2_55_1","unstructured":"Thatgamecompany. 2009. Flower."},{"key":"e_1_3_2_2_56_1","unstructured":"Thatgamecompany Inc.2012. Journey. Game [PlayStation 3 PlayStation 4 Windows iOS]. Sony Computer Entertainment Annapurna Interactive."},{"key":"e_1_3_2_2_57_1","unstructured":"Wertle. 2015. Imagical. Game [Windows macOS Linux]. https:\/\/wertle.itch.io\/imaginal."}],"event":{"name":"CHI PLAY '24: The Annual Symposium on Computer-Human Interaction in Play","location":"Tampere Finland","acronym":"CHI PLAY '24","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"]},"container-title":["Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3665463.3678781","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3665463.3678781","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,8,22]],"date-time":"2025-08-22T10:58:57Z","timestamp":1755860337000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3665463.3678781"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,10,14]]},"references-count":57,"alternative-id":["10.1145\/3665463.3678781","10.1145\/3665463"],"URL":"https:\/\/doi.org\/10.1145\/3665463.3678781","relation":{},"subject":[],"published":{"date-parts":[[2024,10,14]]},"assertion":[{"value":"2024-10-14","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}