Visceral reactions are generally physical in nature and relate to a physical mastery of a problem. They are not part of the game, though your game face can give clues regarding why people play games.
To understand what I mean by game face, check out the video documentary "Immersion". In this piece, photographer Robbie Cooper shows just how focused young video-game players can be.
Nicole Lazarro did a study, "Why we play games" that focuses around the facial reactions of subjects playing games. She arrived at four clusters of key emotions represented by facial expressions of the player. Each Key is a reason people play and is a mechanism for emotion in a different aspect of the Player Experience.
•1. Hard Fun: Players like the opportunities for challenge, strategy, and problem solving. Their comments focus on the game’s challenge and strategic thinking and problem solving. This “Hard Fun” frequently generates emotions and experiences of Frustration, and Fiero.
•2. Easy Fun: Players enjoy intrigue and curiosity. Players become immersed in games when it absorbs their complete attention, or when it takes them on an exciting adventure. These Immersive game aspects are “Easy Fun” and generate emotions and experiences of Wonder, Awe, and Mystery.
•3. Altered States: Players treasure the enjoyment from their internal experiences in reaction to the visceral, behavior, cognitive, and social properties. These players play for internal sensations such as Excitement or Relief from their thoughts and feelings.
•4. The People Factor: Players use games as mechanisms for social experiences. These players enjoy the emotions of Amusement, Schadenfreude, and Naches coming from the social experiences of competition, teamwork, as well as opportunity for social bonding and personal recognition that comes from playing with others.
The interesting takeaway from Lazarro's work is that one of the criteria for the study was that games studied must generate emotions without the help of a narrative. This underscores the primary difference between games and other forms of entertainment, which is that games do not need a narrative to create visceral emotions. In some cases, games create narratives where none previously existed.