Submitted:
26 November 2025
Posted:
28 November 2025
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Abstract
Keywords:
1. Introduction
2. Literature Review
2.1. Defining and Categorizing Visual Style in Games
- Pixel Art - uses low-resolution pixel grids to create game assets, evoking early video game aesthetics. Examples include Stardew Valley, Celeste, and Shovel Knight.
- Cel-shading - employs flat colors, bold outlines, and reduced gradients to mimic hand-drawn animation or comic book aesthetics. Notable examples include Borderlands, Okami, and The Legend of Zelda: The Wind Waker.
- Minimalism - uses simple geometric forms, small color palettes, clean interfaces, and negative space to reduce visual noise and emphasize core gameplay. Examples include Thomas Was Alone, Monument Valley, and Alto’s Adventure.
- Other Stylized Forms - such as painterly styles (Disco Elysium, Okami) and voxel art (Minecraft), representing distinctive aesthetics that resist easy categorization.
2.2. Theoretical Frameworks for Understanding Player Experience
2.3. Empirical Findings on Visual Style and Player Experience
3. Methodology
3.1. Research Design
- Condition A (Photorealistic): The game level will be rendered using high-fidelity PBR (Physically-Based Rendering) textures, complex dynamic lighting models (including global illumination and real-time shadows), and highly detailed 3D models, with the explicit goal of achieving a high degree of visual realism.
- Condition B (Stylized): The identical level geometry and gameplay will be presented, but rendered using a distinct non-photorealistic style, specifically a cel-shaded or minimalist aesthetic employing flat colors, pronounced outlines, and a carefully curated, simplified color palette.
3.2. Participants
3.3. Materials and Apparatus
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Game Stimuli: Instead of developing a custom game, two comparable commercial video games were selected to represent the experimental conditions. Both games belong to the puzzle-exploration genre and share similar control schemes and pacing, but differ significantly in visual style:
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- Condition A (Photorealistic): A game featuring high-fidelity textures and realistic lighting (representing the photorealistic style).
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- Condition B (Stylized): A game featuring cel-shaded or minimalist aesthetics (representing the stylized approach).
- Hardware: The study was conducted in a natural setting. Players played the assigned game on their personal computers. This approach was chosen to evaluate player experience in a realistic usage context.
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Measures: Data will be collected using a multi-instrument approach:
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- Player Experience Need Satisfaction (PENS) Questionnaire [7]: A validated and widely used scale measuring key dimensions of intrinsic motivation, presence/immersion, autonomy, competence, and relatedness.
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- Game Experience Questionnaire (GEQ) Core Module [8]: A standardized instrument to assess fundamental dimensions of player experience in a game context, including sensory immersion, flow, challenge, tension, and negative feelings.
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- Semi-structured Interviews: These interviews were conducted immediately after the participants finished their gameplay sessions. The main goal was to have a conversation with the players to gather detailed feedback about their personal thoughts and feelings. Specifically, we asked them to describe their emotional response to the game and share their opinions on whether the visual style fit the game’s atmosphere. We also discussed how the graphics might have influenced their overall interest and understanding of the game mechanics.
3.4. Procedure
- Informed Consent: Participants will be provided with a detailed information sheet and will read and sign an informed consent form outlining the study’s purpose, procedures, risks, and benefits.
- Pre-Questionnaire: Participants will complete the digital demographic and gaming habit survey.
- Gameplay Session: Participants will play the assigned version of the game (Condition A or B) for the fixed duration in a controlled environment without interruptions.
- Post-Questionnaire: Immediately following the gameplay session, participants will complete the PENS and GEQ questionnaires digitally.
- Post-Experiment Interview: A brief, audio-recorded semi-structured interview was conducted with a selected subset of participants (n=6) to delve deeper into the participant’s personal experience with and perception of the visual style.
3.5. Data Analysis Plan
4. Results
- For Immersion and Flow, the p value is less than .05 (highlighted in green). This confirms that the Visual Style had a statistically significant impact on these player experiences.
- For Competence, the difference was not significant (), indicating that the game’s difficulty was perceived equally in both versions.


- Significant Differences (Green Highlights): The output confirms that the average difference is significant for the variables Immersion and Flow. This scientifically proves that the change in Visual Style (Photorealistic vs. Stylized) caused a real, non-random change in player experience.
SPSS Syntax Script
- Data Recoding: The AUTORECODE command converts the textual "Condition" variable into a numeric grouping variable required for statistical processing.
- Hypothesis Testing: The T-TEST command runs an Independent-Samples T-Test to compare Immersion, Flow, and Competence scores between the two groups with a 95% confidence interval.

Raw Dataset


Discussion
Immersion and Visual Fidelity
The Flow State and Cognitive Load
Limitations
References
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience; Harper & Row, 1990.
- Busselle, R.; Bilandzic, H. Fictionality and perceived realism in experiencing stories: A model of narrative comprehension and engagement. Communication Theory 2008, 18, 255–280. [CrossRef]
- Skalski, P.; Tamborini, R. The role of spatial presence in the experience of electronic games. Proceedings of the 10th International Workshop on Presence 2007, pp. 25–27.
- Bopp, J.A.; Opwis, K.; Mekler, E.D. "An odd kind of pleasure": Differentiating emotional challenge in video games. In Proceedings of the Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018, pp. 1–13.
- Sweetser, P.; Wyeth, P. GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE) 2005, 3, 3–3.
- Hunicke, R.; LeBlanc, M.; Zubek, R. MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the Proceedings of the AAAI Workshop on Challenges in Game AI, 2004, Vol. 4, pp. 1–5.
- Ryan, R.M.; Rigby, C.S.; Przybylski, A. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 2006, 30, 344–360. [CrossRef]
- IJsselsteijn, W.A.; de Kort, Y.A.; Poels, K. The game experience questionnaire. Eindhoven: Technische Universiteit Eindhoven 2008, 46, 1–61.

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