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DiGRA
The report says the concept is undertheorized and often treated as 'eye candy'.
Game aesthetics has long been undertheorized, often reduced to graphics or "eye candy" despite its capacity to illuminate games as embodied, sensory, and pleasurable experiences. Drawing on DiGRA proceedings, this work examines how the concept has been used and argues for reclaiming aesthetics as a central concern in game studies. Its core thesis is that aesthetics cannot be separated from play: sensory experience, bodily engagement, and the physical context of play all shape how games produce meaning and pleasure. The analysis observes that aesthetic terminology appeared in roughly 10 percent of DiGRA 2003 papers but declined to under 4 percent by 2005 and 2007, a trend the authors read as evidence that dominant design frameworks have marginalized the topic.
The discussion distinguishes three overlapping clusters of meaning for game aesthetics: sensory phenomena, features shared with other art forms, and the expressive experience of pleasure and emotion. It critiques positions that subsume aesthetics entirely under gameplay or equate play with aesthetics, instead drawing on work in embodied cognition, interaction design, and psychology to show that controllers, mechanics, and surrounding space all contribute to the player's sensory experience. Pleasure, on this account, arises from multiple interacting sources, including the immediate sensory and dynamical experience of play as well as anticipated and remembered enjoyment.
The argument extends into temporal dimensions of pleasure. Citing psychological research showing that most sensory pleasure is experienced in anticipation or memory rather than in the moment itself, the work contends that games achieve coherence through pleasurable experience as much as through formal organization. Emotional sequencing, such as the alternation of tension and relaxation borrowed from narrative structure, is presented as a practical means for designers to shape this experience. The scope spans theoretical game studies and cognitive and psychological literature, with a focus on design-oriented discourse in digital games.
International Journal of Role-Playing · 2026