Coziness in Games: Second Homes, Audiences, and Esthetics

The “Cozy” game has gained traction as a concept in contemporary game culture as a set of formal generic features. While we examine the way that Cozy Games are often now defined as a genre, we demonstrate that “coziness in games” has widespread formal and engagement functions and can be experienced in a whole range of games, not simply those defined by the Cozy genre. In focusing on the player–text relationship, and in using a literary model, we seek to widen the discourse and range of meanings of coziness in, as well as of, games. This approach enables us to think about our own lived experience of playing games in terms of the generation of affect, as well as opening the way for renewed analysis of representation, ideology, and cognition.

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Institutions

Publication Details

Journal
Games and Culture
Published
2025-01-09
DOI
https://doi.org/10.1177/15554120241310920
Citations
4
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
16.81

Funders

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article

Coziness in Games: Second Homes, Audiences, and Esthetics

Tanya Krzywinska, Minhua Ma, Kamaldeep Bhui, Douglas Brown et al.
4 citations
Games and Culture
Digital Games and Media
16.81
article

Coziness in Games: Second Homes, Audiences, and Esthetics

Tanya Krzywinska, Minhua Ma, Kamaldeep Bhui, Douglas Brown, Anton Belinskiy
article en
4 citations

Abstract

The “Cozy” game has gained traction as a concept in contemporary game culture as a set of formal generic features. While we examine the way that Cozy Games are often now defined as a genre, we demonstrate that “coziness in games” has widespread formal and engagement functions and can be experienced in a whole range of games, not simply those defined by the Cozy genre. In focusing on the player–text relationship, and in using a literary model, we seek to widen the discourse and range of meanings of coziness in, as well as of, games. This approach enables us to think about our own lived experience of playing games in terms of the generation of affect, as well as opening the way for renewed analysis of representation, ideology, and cognition.

Games and Culture
Falmouth University (GB), University of Surrey (GB), University of Oxford (GB)
Falmouth University, UK Research and Innovation, University of Oxford, Universiteit Utrecht, Medical Research Council
Quality Education
Openalex Percentile: Top 2%
Digital Games and Media
16.81
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Coziness in Games: Second Homes, Audiences, and Esthetics — Tanya Krzywinska, Minhua Ma, et al. · Games and Culture (2025) | TGRS Research Map | TGRS