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Gameplay

Specific way in which players interact with a game

Gameplay

Specific way in which players interact with a game

Gameplay is the specific way in which players interact with a game. The term applies to both video games and tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and the pattern of player behavior defined through the game's rules.

History

Arising alongside video game development in the 1980s, the term gameplay was initially used solely within the context of video games, though now it is also used for tabletop games.

Definition of term

There is no consensus on the precise definition of gameplay. It has been differently defined by different authors, but all definitions refer to player interaction with a game. For example:

  • "The structures of player interaction with the game system and with other players in the game."
  • "Gameplay here is seen as the interactive gaming process of the player with the game." Theorists also agree that video game gameplay is distinct from graphics and audio elements.

Some theorists add more specific elements to the basic definition of gameplay as the interaction between players and games. For example:

  • "One or more causally linked series of challenges in a simulated environment."
  • "The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion."
  • In The Videogame Theory Reader, G. Frasca identifies three components to gameplay: "Manipulation rules" ( defining what the player can do in the game) "Goal Rules" (defining the goal of the game), and "Metarules" (defining how a game can be tuned or modified).

Types

A Gameplay Of [[0 A.D. (video game)

Gameplay can be divided into several types. For example, cooperative gameplay involves two or more players playing together, often on a team. Below is a non-exhaustive list of various gameplay types:

  • Asymmetric video game
  • Cooperative video game
  • Emergent gameplay
  • Nonlinear gameplay

Playability

Playability is a measure of the quality of gameplay. Playability represents the ease, quantity, or duration that a game can be played. Playability evaluative methods target games to improve design, while player experience evaluative methods target players to improve gaming.

Different scholars analyze playability according to different sets of criteria. For example, in Playability: analyzing user experience in video games, the researchers define playability as a set of properties that describe player experience using a specific game system: satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. However, in A video game's elements ontology, the researchers define the facets of playability as: intrinsic, mechanical, interactive, artistic, personal, and social.

References

Bibliography

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References

  1. Lindley, Craig. (June 24–26, 2004). "Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004". Springer.
  2. (2004). "Rules of Play: Game Design Fundamentals". The MIT Press.
  3. (November 3–5, 2008). "Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay". University of Wolverhampton.
  4. Tavinor, Grant. (October 5, 2009). "The Art of Videogames". Wiley-Blackwell.
  5. Chrysostomou, George. (2024-07-25). "How Dice Rolls Became Modern Gaming's Most Important Mechanic".
  6. Abbott, Benjamin. (2022-11-03). "Best board games 2024: Must-haves to play with friends and family".
  7. (2024-08-16). "Splendor Duel Board Game Review".
  8. (2003). "Andrew Rollings and Ernest Adams on game design". New Riders Publishing.
  9. Adams, Ernest. (September 23, 2006). "Fundamentals of Game Design". Prentice Hall.
  10. Laramée, François Dominic. (June 15, 2002). "Game Design Perspectives". Charles River Media.
  11. (February 19, 2008). "Understanding Video Games: The Essential Introduction". Routledge.
  12. Kierkegaard, Alex. (2012). "Videogame Culture: Volume 1".
  13. (2005). "Patterns in Game Design". Charles River Media.
  14. (September 1, 2009). "Playability and Player Experience Research". Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory.
  15. (August 11, 2008). "Concise Oxford English Dictionary". Oxford University Press, US.
  16. Oxland, Kevin. (2004). "Gameplay and design". Addison Wesley.
  17. (2003). "Andrew Rollings and Ernest Adams on game design". New Riders Publishing.
  18. Frasca, G. (2003). "Simulation versus narrative: introduction to ludology". The Videogame Theory Reader.
  19. [http://www.usabilityfirst.com/glossary/term_657.txl Usability First: Usability Glossary: playability] {{webarchive. link. (2009-10-18)
  20. González Sánchez, J. L.. (31 Aug 2012). "Playability: analysing user experience in video games". Behaviour & Information Technology.
  21. (2010-06-03). "A video game's elements ontology". University of Granada.
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