The Game Experience Model (GEM)

dc.contributor.authorTomi “bgt” Suovuo
dc.contributor.authorNatasha Skult
dc.contributor.authorTapani N. Joelsson
dc.contributor.authorPetter Skult
dc.contributor.authorWerner Ravyse
dc.contributor.authorJouni Smed
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organization-code2606803
dc.converis.publication-id46656206
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/46656206
dc.date.accessioned2022-10-28T14:11:45Z
dc.date.available2022-10-28T14:11:45Z
dc.description.abstract<p>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<br />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.<br /></p>
dc.description.edition1
dc.format.extent496
dc.identifier.eisbn978-3-030-37643-7
dc.identifier.isbn978-3-030-37642-0
dc.identifier.issn2364-947X
dc.identifier.olddbid186832
dc.identifier.oldhandle10024/169926
dc.identifier.urihttps://www.utupub.fi/handle/11111/40297
dc.identifier.urlhttps://www.springer.com/gp/book/9783030376420
dc.identifier.urnURN:NBN:fi-fe2021042825523
dc.language.isoen
dc.okm.affiliatedauthorSuovuo, Tomi
dc.okm.affiliatedauthorSkult, Natasha
dc.okm.affiliatedauthorJoelsson, Tapani
dc.okm.affiliatedauthorRavyse, Werner
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA3 Book
dc.publisherSpringer
dc.publisher.isbn978-81-322;978-3-540;978-3-642;978-3-662;978-3-7908;978-3-8274;978-3-8347;978-90-481;978-94-007;978-94-009;978-94-010;978-94-011;978-94-015;978-94-017;978-94-024;978-0-387;978-0-8176;978-1-4419;978-1-4612;978-1-4613;978-1-4614;978-1-4615;978-1-4684;978-1-4757;978-1-4899;978-1-4939;978-1-5041;978-3-319;978-1-4020;978-0-85729;978-1-4471;978-1-84628;978-1-84800;978-1-84882;978-1-84996;978-1-85233;978-3-211;978-3-7091;978-4-431;978-3-322;978-3-409;978-3-531;978-3-658;978-3-663;978-3-8100;978-981-287;978-981-10;978-981-13;978-3-030;978-981-32;978-981-15;978-981-16;978-981-329;978-981-334;978-981-336;978-3-031;978-981-19;
dc.publisher.placeSwitzerland
dc.relation.doi10.1007/978-3-030-37643-7
dc.relation.ispartofseriesInternational Series on Computer Entertainment and Media Technology
dc.relation.volume1
dc.source.identifierhttps://www.utupub.fi/handle/10024/169926
dc.titleThe Game Experience Model (GEM)
dc.title.bookGame User Experience And Player-Centered Design
dc.year.issued2020

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