The Game Experience Model (GEM)




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

Barbaros Bostan

1

Switzerland

2020

Game User Experience And Player-Centered Design

International Series on Computer Entertainment and Media Technology

1

1

496

978-3-030-37642-0

978-3-030-37643-7

2364-947X

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

https://www.springer.com/gp/book/9783030376420(external)

https://research.utu.fi/converis/portal/detail/Publication/46656206(external)



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 2024-26-11 at 20:53