sh.sePublications
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Emotions, Protective Frame, and Videogame Body Genres
Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.ORCID iD: 0000-0002-5247-6807
2026 (English)In: Proceedings of the 21st International Conference on the Foundations of Digital Games, Association for Computing Machinery (ACM) , 2026, p. 919-921, article id 101Conference paper, Published paper (Refereed)
Abstract [en]

Videogames can evoke markedly different emotional experiences,yet it remains difficult to explain how such differences emerge.This paper examines videogame emotions through the concepts ofbody genres and the protective frame. Drawing on Linda Williams’theory of body genres and Apter’s concept of the protective frame,we analyse how games produce intense bodily and emotional responses while maintaining a sense of safety that allows players toengage with disturbing or transgressive situations. Through examples from horror, melodramatic, and pornographic games, includingThe Medium, Silent Hill 3, and The Last of Us Part II,we show howgameplay structures elicit fear, disgust, empathy, and arousal. Whenthe protective frame destabilises, these experiences may shift fromhedonic enjoyment toward more reflective, eudaimonic engagement.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM) , 2026. p. 919-921, article id 101
Series
FDG: Foundations of Digital Games
Keywords [en]
Body genres, emotion, protective frame, videogames
National Category
Human Computer Interaction
Research subject
Other research area
Identifiers
URN: urn:nbn:se:sh:diva-61126DOI: 10.1145/3815598.3815666ISBN: 9798400724954 (print)OAI: oai:DiVA.org:sh-61126DiVA, id: diva2:2092387
Conference
FDG '26: Foundations of Digital Games Copenhagen Denmark August 10 - 13, 2026
Available from: 2026-08-14 Created: 2026-08-14 Last updated: 2026-08-21Bibliographically approved

Open Access in DiVA

fulltext(374 kB)16 downloads
File information
File name FULLTEXT01.pdfFile size 374 kBChecksum SHA-512
752c0db97a992fffd82903d95f1745aa78916bd60e535a6be547878313e8e51fd71764937062028eb653cc4be00032f1d023c4272853162bf8d83b81f8e061a6
Type fulltextMimetype application/pdf

Other links

Publisher's full texthttps://dl.acm.org/doi/book/10.1145/3815598

Authority records

Lankoski, Petri

Search in DiVA

By author/editor
Lankoski, Petri
By organisation
Media Technology
Human Computer Interaction

Search outside of DiVA

GoogleGoogle Scholar
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 90 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf