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Analysing of players’ perceptions on game aesthetics

Bibliographic Data

ID22093476
AuthorsLi-Chuan Evelyn Mai, Li-Chuan Evelyn (Xi’an Jiaotong-Liverpool University), Shuling Long, Sydney Long (Xi’an Jiaotong-Liverpool University), Yuan Yuan (0000-0001-7440-8939, Beijing Normal-Hong Kong Baptist University, corresponding author), Kun Fu (0000-0002-0450-6469, Beijing Normal-Hong Kong Baptist University, corresponding author)
Year2025
Volume10
Publication date2025-11-14
Open AccessYes
TypeARTICLE
VenueFrontiers in Communication (JOURNAL)
Journal identifiersISSN: 2297-900X • E-ISSN: 2297-900X
PublisherFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/fcomm.2025.1622613
OpenAlexW4416231912
LanguageEN
References cited30

Game aesthetics is a crucial multidimensional concept in understanding player experience within the gaming industry. However, limited empirical research has examined how players perceive game aesthetics and to what extent these perceptions vary among different player groups. To address this gap, this study employed a quantitative approach to identify the measures and the key dimensions of game aesthetics in Action Role-Playing Games (ARPGs), adopting the Mechanics–Dynamics–Aesthetics (MDA) framework to assess players’ perceptions of game aesthetics. A survey was conducted with 462 valid respondents who had prior experience playing ARPGs. The results demonstrated that the “Aesthesis” dimension was perceived as the most important aspect of game aesthetics, followed by “Story,” “Venture,” and “Connection.” These results indicate that visual and auditory design, narrative content, gameplay structure, and social interaction are key factors influencing players’ aesthetic experiences. Furthermore, ARPG Players with different educational backgrounds, game experiences, monthly game expenses, and playtime may perceive game aesthetics differently. Players’ perceptions of game aesthetics were also found to influence their acceptance of games, which subsequently affects their willingness to purchase or recommend them to others

Game design · Game mechanics · Metagaming · Narrative · Perception · Artificial Intelligence in Games · Digital Games and Media · Educational Games and Gamification

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