Location
Hilton Waikoloa Village, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
7-1-2025 12:00 AM
End Date
10-1-2025 12:00 AM
Description
While many games that are now widely considered ‘cozy’ games, such as Animal Crossing and Stardew Valley have been on the market for close to a decade (or more), cozy games as a genre have gained in popularity over the last several years. This can be seen not only in the number of titles that have increasingly been given the label of ‘cozy game’ by game designers and marketing teams, but also in how players describe them. But what exactly are cozy games? How are they defined, by who, in what context(s), and for what purposes? From design elements to vibes, this paper will explore a range of definitions found through the perspectives of design literature, games and mainstream media, and players on Tik Tok. It demonstrates that what makes a game ‘cozy’ is widely variable, socially constructed, and often personal, despite the best design intentions.
Recommended Citation
Boudreau, Kelly; Consalvo, Mia; and Phelps, Andrew, "Whose Vibe is it Anyway? Negotiating Definitions of Cozy Games" (2025). Hawaii International Conference on System Sciences 2025 (HICSS-58). 6.
https://aisel.aisnet.org/hicss-58/dsm/games_and_gaming/6
Whose Vibe is it Anyway? Negotiating Definitions of Cozy Games
Hilton Waikoloa Village, Hawaii
While many games that are now widely considered ‘cozy’ games, such as Animal Crossing and Stardew Valley have been on the market for close to a decade (or more), cozy games as a genre have gained in popularity over the last several years. This can be seen not only in the number of titles that have increasingly been given the label of ‘cozy game’ by game designers and marketing teams, but also in how players describe them. But what exactly are cozy games? How are they defined, by who, in what context(s), and for what purposes? From design elements to vibes, this paper will explore a range of definitions found through the perspectives of design literature, games and mainstream media, and players on Tik Tok. It demonstrates that what makes a game ‘cozy’ is widely variable, socially constructed, and often personal, despite the best design intentions.
https://aisel.aisnet.org/hicss-58/dsm/games_and_gaming/6