feelings that players generate during the game, such
as excitement, curiosity, fear, tension, and sadness.
This emotional experience includes not only the
immediate emotional responses during the gameplay
but also the players' long-term emotions towards the
game, the sense of accomplishment gained after
achieving game achievements, and the overall
impression and memory of the game after clearing it.
2.2.2 Components
Donald Norman's "Emotional Design" posits three
levels of emotional experience: visceral, behavioral,
and reflective. Building on this framework, game
emotional experiences can be categorized into three
components: sensory triggers, interactive feedback,
and meaning construction. Sensory triggers extend
beyond the audiovisual impact of the game,
transforming primal responses into emotional
anchors, such as fear, excitement, or pleasurable
physiological memories. Interactive feedback
emphasizes the bidirectional emotional flow
generated during behavioral interactions, where
"action-response" dynamics render the behavior itself
an emotional carrier. Meaning construction involves
deepening emotional game experiences and mapping
them onto life experiences and social understanding
through mechanisms like narrative disruption or
metaphorical settings, elevating the game into a
vessel for philosophical contemplation.
2.2.3 Influencing Factors
The interactive mechanisms within a game directly
influence the player's emotional investment. As Will
Wright, the designer of The Sims, once stated,
‘Games can evoke emotional experiences that you
never feel when watching a movie, like pride or guilt’.
Compared to films or novels, the incorporation of
interactive mechanisms in games allows players to
experience a greater sense of agency, building upon
the emotional responses of the audience. While
simple dialogue choices often guide players through
the narrative as designed by the creators, choices
involving moral judgments and pivotal plot decisions
elicit deeper emotional resonance, prompting players
to contemplate the consequences of their actions and
their impact on the game's outcome, thereby fostering
a sense of responsibility.
The narrative design of a game is a critical
element in shaping the emotional experience of the
player. By constructing the game's world-building,
fragmented narratives, multi-perspective structures,
and the use of metaphorical symbols, players can
establish emotional connections with game characters
throughout the gameplay. For instance, in the game
series The Rusty Lake, the non-linear narrative and
surrealistic symbols compel players to actively piece
together the complete story. In What Remains of
Edith Finch, the multi-character narrative of the
family allows players to explore the death scenes of
different family members, experiencing each
character's sense of helplessness in the face of
fatalism. These designs echo what game scholar Janet
Murray proposed in her classic work, Hamlet on the
Holodeck: The Future of Narrative in Cyberspace:
interactive narratives grant players "agency"—the
ability to influence the narrative's development
through choices and actions, making players not only
recipients of the story but also active interpreters of
the real-world significance behind the game.
The art style and sound design are equally
important sensory mediums for eliciting emotional
responses from players. The use of color, lighting,
and scene details in the visuals can convey specific
emotions under the environment and storyline. For
example, the game Journey uses minimalist desert
landscapes and dynamic lighting to create a sense of
solitude and sublimity; the game Inside uses cool
tones and oppressive scenes to convey a sense of
unease. In terms of sound effects, dynamic
soundtracks can respond to the player's actions in
real-time. For example, in the game Death Stranding,
low-pitched music accompanies the player's lonely
trek, while sudden silence or climactic melodies
suggest crisis or redemption.
Social behavior in multiplayer games also
significantly affects the emotional experience.
Cooperative mechanisms (such as the forced
collaboration in the game It Takes Two) build trust
through a sense of reliance, while competitive
mechanisms (such as team confrontation in Apex)
may stimulate a desire to win or a sense of frustration.
The richness of in-game social tools (emoticons, text)
also determines the efficiency of emotional
transmission: Animal Crossing uses cute actions to
promote relaxed social interaction, while Final
Fantasy 14 forms emotional communities through
virtual gatherings and player-created rituals (such as
weddings and funerals). Research shows that the
virtual interpersonal relationships established by
players in MMO games may produce real emotional
attachments and even affect real-world social
behavior. This "emotional migration" phenomenon is
a unique influence of games.
In addition, players' real-life experiences, cultural
backgrounds, and values will also filter the deep
involvement in the game experience, forming an
"emotional filter" - different players may trigger
completely different emotional responses when
facing the same game content, players from different