Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player Experiences

Fuente: arXiv
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Autori principali: Fabre, Émilie, Seaborn, Katie, Verhulst, Adrien Alexandre, Itoh, Yuta, Rekimoto, Jun
Natura: Preprint
Pubblicazione: 2025
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author Fabre, Émilie
Seaborn, Katie
Verhulst, Adrien Alexandre
Itoh, Yuta
Rekimoto, Jun
author_facet Fabre, Émilie
Seaborn, Katie
Verhulst, Adrien Alexandre
Itoh, Yuta
Rekimoto, Jun
contents Juiciness is visual pizzazz used to improve player experience and engagement in games. Most research has focused on juicy particle effects. However, text effects are also commonly used in games, albeit not always juiced up. One type is onomatopoeia, a well-defined element of human language that has been translated to visual media, such as comic books and games. Another is semantic text, often used to provide performance feedback in games. In this work, we explored the relationship between juiciness and text effects, aiming to replicate juicy user experiences with text-based juice and combining particle and text juice. We show in a multi-phase within-subjects experiment that users rate juicy text effects similarly to particles effects, with comparable performance, and more reliable feedback. We also hint at potential improvement in user experience when both are combined, and how text stimuli may be perceived differently than other visual ones. We contribute empirical findings on the juicy-text connection in the context of visual effects for interactive media.
format Preprint
id arxiv_https___arxiv_org_abs_2512_13695
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player Experiences
Fabre, Émilie
Seaborn, Katie
Verhulst, Adrien Alexandre
Itoh, Yuta
Rekimoto, Jun
Human-Computer Interaction
Computers and Society
Juiciness is visual pizzazz used to improve player experience and engagement in games. Most research has focused on juicy particle effects. However, text effects are also commonly used in games, albeit not always juiced up. One type is onomatopoeia, a well-defined element of human language that has been translated to visual media, such as comic books and games. Another is semantic text, often used to provide performance feedback in games. In this work, we explored the relationship between juiciness and text effects, aiming to replicate juicy user experiences with text-based juice and combining particle and text juice. We show in a multi-phase within-subjects experiment that users rate juicy text effects similarly to particles effects, with comparable performance, and more reliable feedback. We also hint at potential improvement in user experience when both are combined, and how text stimuli may be perceived differently than other visual ones. We contribute empirical findings on the juicy-text connection in the context of visual effects for interactive media.
title Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player Experiences
topic Human-Computer Interaction
Computers and Society
url https://arxiv.org/abs/2512.13695