Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience
Open accessAbstract
Visual embellishments (VEs) are design elements that support information already conveyed by other means. In games, this concept is known as juiciness, and refers to the provision of redundant feedback in situations where a single player action triggers multiple non-functional reactions. Academia and industry both view the concept as a means of improving player experience; however, empirical evidence to back the assumption is lacking. Here, we present findings from two studies: one initial study with 40 participants comparing the effects of visual embellishments in two research games, the Frogger-clone Cuber, and the FPS game Dungeon Descent, and a second study with 32 participants using the commercially available game Quake 3 Arena. Results show that visual embellishments contribute to the visual appeal of all games, but only affects aspects such as competence under specific circumstances. We discuss implications of our findings for the integration of visual embellishments and juiciness, and their relevance for game development.
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Juice does not necessarily raise player performance, and too much or poorly judged juicy feedback can slightly reduce its usefulness as performance feedback.
“Interestingly, with as much focus as juice has received as part of game feel and feedback mechanisms, it does not necessarily improve player performance in games and too much or ill considered incorporation of juicy elements can slightly detract from their use as feedback about performance (Hicks et al. 2019).”
From Expressive Response Curves: Testing Expressive Game Feel with A* (2023) · cites this paper as Hicks et al. 2019
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Tyack, A., & Mekler, E. D. (2024) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3673230 · Cited by 57 · see citing works
Expressive Response Curves: Testing Expressive Game Feel with A*
Junius, N., & Carstensdottir, E. (2023) · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · doi:10.1609/aiide.v19i1.27524
- Authors
- Hicks, K., Gerling, K., Dickinson, P., & Vanden Abeele, V.
- Affiliations
- University of Lincoln (GB)
- KU Leuven (BE)
- KU Leuven, Leuven, Belgium
- Venue
- Proceedings of the Annual Symposium on Computer-Human Interaction in Play
- Publisher
- ACM
- Published
- 2019-10-17
- Pages
- 185-197
- OpenAlex
- W2981464394
- Cited by
- 71
- References
- 0
- Citations by year
- 2026: 9 · 2025: 11 · 2024: 15 · 2023: 11 · 2022: 10 · 2021: 5 · 2020: 9 · 2019: 1
- FWCI
- 17.82
- Type
- conference paper
- Language
- en
- Open access
- green
- lirias.kuleuven.be
- Locations
- Annual Symposium on Computer-Human Interaction in Play (publishedVersion)
- Lincoln Repository (University of Lincoln) (acceptedVersion)
- Lirias (KU Leuven) (acceptedVersion, other-oa)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
- Keywords
- juiciness, game design, player experience, visual appeal, competence, research games
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