A3 Refereed book chapter or chapter in a compilation book

The Game Experience Model (GEM)




AuthorsTomi “bgt” Suovuo, Natasha Skult, Tapani N. Joelsson, Petter Skult, Werner Ravyse, Jouni Smed

EditorsBarbaros Bostan

Edition1

Publishing placeSwitzerland

Publication year2020

Book title Game User Experience And Player-Centered Design

Series titleInternational Series on Computer Entertainment and Media Technology

Number in series1

Volume1

Number of pages496

ISBN978-3-030-37642-0

eISBN978-3-030-37643-7

ISSN2364-947X

DOIhttps://doi.org/10.1007/978-3-030-37643-7

Web address https://www.springer.com/gp/book/9783030376420

Self-archived copy’s web addresshttps://research.utu.fi/converis/portal/detail/Publication/46656206


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.


Downloadable publication

This is an electronic reprint of the original article.
This reprint may differ from the original in pagination and typographic detail. Please cite the original version.





Last updated on 2024-26-11 at 20:53