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.
Authors
- Tanya Krzywinska (ORCID: https://orcid.org/0000-0002-0744-4144)
- Minhua Ma (ORCID: https://orcid.org/0000-0001-7451-546X)
- Kamaldeep Bhui (ORCID: https://orcid.org/0000-0002-9205-2144)
- Douglas Brown (ORCID: https://orcid.org/0000-0001-6662-6629)
- Anton Belinskiy
Institutions
- Falmouth University (GB)
- University of Surrey (GB)
- University of Oxford (GB)
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
- Falmouth University
- UK Research and Innovation
- University of Oxford
- Universiteit Utrecht
- Medical Research Council