ELEMENTS OF GAME EXPERIENCE Edvin Aedma & Rene Rebane 2014 Interaction Interaction Types and Choices • Get info, guess, analyze, learn, see • Make choices, aim, direct • Move, expand • Use, control • Destroy, damage, kill • Get, acquire, steal, rob, find, trade • Create, build, combine, make • Manage, balance, enhance, trade • Improve, upgrade, boost • Test, try, experiment, estimate etc Interaction System Provides engagement PCA Player Controlled Actor(s) Attributes Goals Capabilities NPCA Non Player Controlled Actor(s) Attributes Goals Capabilities PCA Control System AI/Behavior System Audiovisuals Provide audiovisual attractiveness Meaning Provides context and deepens emotional and intellectual value of the experience Meaning Setting, Characters, Narrative • • • • Characters (Who?) Setting (Where & When?) Narrative (How the Story goes?) Conflicting Values (Why?) Mood Shapes and reflects the emotional context of the game, provides uniqueness against competitors Mood • Interaction → pace, challenge intensity • Audiovisuals → Lightning, colors, music, style • Meaning → Topics, Emotions, Values
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