Do Control Input Metrics Capture Game Feel and Skill-Challenge Balance?

Game feel - virtual sensation during the real-time control of virtual objects - is considered a central element of game design. A growing body of research investigates its impact on player experience. However, questions remain regarding how to study and analyse game feel, complicating evaluation and impeding our understanding of this phenomenon. Drawing from ecological psychology, we report on an experimental study to understand whether measures used in the study of skilled movement have potential in characterising game feel.We find that metrics derived from player control input distinguish between player skill levels and different kinds of game-feel in the same game. Among these, multifractality - a measure of complex nesting in player control movements - shows sensitivity to skill-challenge balance. We discuss the relationship of these measures to player experience and game feel experience. Collectively, our findings point to more fine-grained approaches to capturing game feel related to real-time control.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831322
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Do Control Input Metrics Capture Game Feel and Skill-Challenge Balance?

Elisa D. Mekler, Dan Bennett, Roosa Piitulainen
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
article

Do Control Input Metrics Capture Game Feel and Skill-Challenge Balance?

Elisa D. Mekler, Dan Bennett, Roosa Piitulainen
article en

Abstract

Game feel - virtual sensation during the real-time control of virtual objects - is considered a central element of game design. A growing body of research investigates its impact on player experience. However, questions remain regarding how to study and analyse game feel, complicating evaluation and impeding our understanding of this phenomenon. Drawing from ecological psychology, we report on an experimental study to understand whether measures used in the study of skilled movement have potential in characterising game feel.We find that metrics derived from player control input distinguish between player skill levels and different kinds of game-feel in the same game. Among these, multifractality - a measure of complex nesting in player control movements - shows sensitivity to skill-challenge balance. We discuss the relationship of these measures to player experience and game feel experience. Collectively, our findings point to more fine-grained approaches to capturing game feel related to real-time control.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
University of Bristol (GB), IT University of Copenhagen (DK), Aalborg University (DK)
Openalex Percentile: Top 51%
Digital Games and Media
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Do Control Input Metrics Capture Game Feel and Skill-Challenge Balance? — Elisa D. Mekler, Dan Bennett, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS