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The paper frames game feel as arising from the entanglement of the player, the game's audio-visual-haptic materiality, and its mechanical system. It is not treated as a fixed property of design or sensation.
"Making Sense of 'Game Feel' through Affective Science" argues that game feel is best understood not as a fixed property of a game's design or a player's sensory experience, but as an emergent phenomenon arising from the entanglement of the player, the game's audio-visual-haptic materiality, and its mechanical system. Drawing on Swink's definition and theories from Barad and Aarseth, the authors frame game feel as a material-discursive performance rather than an inherent trait. The central proposal is that affective science, particularly core affect and Barrett's theory of constructed emotion, offers a productive framework for designing and studying game feel in ways that support more inclusive and affectively resonant games.
The paper's core analytical move is to distinguish feelings, understood as pre-cognitive bodily experiences or affect, from emotions, which are socioculturally constructed meanings. Through examples such as the BBC Micro and Python versions of Shoot Out, the authors show that game feel arises from the interplay of hardware, code, context, and the player's predictive expectations. Because game feel depends on the gap between what players expect and what occurs, it is inherently subjective and resistant to prediction. Designers therefore cannot simply specify it in advance; they must deliberately tune the relationship between expected and actual outcomes while accounting for variation across players, genres, and cultures.
The authors also contend that game feel should be treated as value-neutral. Negative experiences such as failure can be engaging and meaningful rather than simply undesirable, and concepts like valence, arousal, and the "affective niche" provide a vocabulary for analyzing these responses without presupposing that pleasant outcomes are the only goal. The argument draws on established scholarship from Pichlmair, Hicks et al., Barrett, and Barad, and it is primarily theoretical, offering no original empirical data.
In its concluding discussion, the paper stresses the need for explicit definitions of game feel to avoid what the authors describe as merely verbal disagreement among designers and scholars. It also separates game feel from the related but distinct notion of "juiciness," directing readers to Juul (2010) and Keogh (2015) for definitional grounding. The work's contribution is thus primarily conceptual and methodological, offering affective science as a rigorous lens for both game design practice and the academic study of player experience.