A3 Book chapter

The Game Experience Model (GEM)




List of Authors: Tomi “bgt” Suovuo, Natasha Skult, Tapani N. Joelsson, Petter Skult, Werner Ravyse, Jouni Smed

Edition name or number: 1

Place: Switzerland

Publication year: 2020

Book title *: Game User Experience And Player-Centered Design

Title of series: International Series on Computer Entertainment and Media Technology

Number in series: 1

Volume number: 1

Number of pages: 496

ISBN: 978-3-030-37642-0

eISBN: 978-3-030-37643-7

ISSN: 2364-947X

DOI: http://dx.doi.org/10.1007/978-3-030-37643-7

URL: https://www.springer.com/gp/book/9783030376420


Abstract

For over a decade now game research has aimed at describing the game experience by attempting to see it from one perspective. In this paper, we collect, analyse, and merge together this work. As a result, we claim that a game experience is composed of three pairs of elements, none of which can be removed, or the system
in question is no longer a game. These elements are: (1) the game mechanics and action, (2) storyworld and narrative, and (3) aesthetics and sensory stimulus. This model can be illustrated in the formof a gem that encloses the fantasy and immersion of a game. Apart from games, this model is applicable to all kinds of storytelling, particularly interactive kinds. Beyond games, the different facets of the gem can be used by ignoring elements absent in the given narrative media.


Last updated on 2021-24-06 at 12:01