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Gameplay is the way players interact with a game,[1][2] and in particular with video games.[3][4] Gameplay is the connection between player and the game,[5] game rules,[2][6] challenges[7] and overcoming them,[8] plot[9] and overcoming them, plot and player's connection with it.[5] Video game gameplay is how attracting the graphics[9][10] and audio are to the player.[9]

Gameplay types[change | change source]

References[change | change source]

  1. Lindley, Craig (June 24–26, 2004). "Narrative, Game Play, and Alternative Time Structures for Virtual Environments". In Göbel, Stefan. Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Darmstadt, Germany: Springer. pp. 183–194. doi:10.1007/978-3-540-27797-2_25. ISBN 978-3-540-22283-5. .. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it[gameplay gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique gameplay gestalts can also be identified across games, game genres, and players. 
  2. 2.0 2.1 Salen, Katie; Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. ISBN 978-0-262-24045-1. Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system though play. 
  3. Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). "Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay". Proceedings of CGAMES 08 (Wolverhampton, UK: University of Wolverhampton). ISBN 978-0-9549016-6-0.!OpenDocument. "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". 
  4. Tavinor, Grant (October 5, 2009). The Art of Videogames. Wiley-Blackwell. ISBN 978-1-4051-8788-6. [T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame. 
  5. 5.0 5.1 Laramée, François Dominic (June 15, 2002). Game Design Perspectives. Charles River Media. ISBN 978-1-58450-090-2. 
  6. Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (February 19, 2008). Understanding Video Games: The Essential Introduction. Routledge. ISBN 978-0-415-97721-0. In line with the common use of the term, we will define gameplay as: the game dynamics emerging from the interplay between rules and game geography. 
  7. Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 978-1-59273-001-8. One or more casually linked series of challenges in a simulated environment"; "Gameplay is the result of a large number of contributing elements. .. gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. .. The gameplay emerges from the interaction among these elements, .. 
  8. Adams, Ernest; Rollings, Andrew (September 23, 2006). Fundamentals of Game Design. Prentice Hall. ISBN 978-0-13-168747-9. .. defined gameplay as consisting of the challenges and actions that a game offers: challenges for the player to overcome and actions that let her overcome them. .. [T]he essence of gameplay remains the relationship between the challenges and the actions available to surmount them. 
  9. 9.0 9.1 9.2 Soanes, Catherine; Stevenson, Angus (August 11, 2008). Concise Oxford English Dictionary (11, Revised ed.). Oxford University Press, USA. ISBN 978-0-19-954841-5. gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects 
  10. Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN 978-0-321-20467-7. .. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art. 

Books[change | change source]

  • Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using heuristics to evaluate the playability of games. CHI '04 extended abstracts on Human factors in computing systems, Vienna, Austria. doi:10.1145/985921.986102
  • Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311-368. doi:10.1207/S15327051HCI1704_1
  • Jegers, K. (2008). Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games. Internet and Web Applications and Services, 2008. ICIW '08.
  • Korhonen, H., & Koivisto, E. M. I. (2006). Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer interaction with Mobile Devices and Services (Helsinki, Finland, September 12–15, 2006). MobileHCI '06, vol. 159. ACM, New York, NY, 9-16. doi: 10.1145/1152215.1152218
  • Korhonen H., Koivisto E.M.I. (2007). Playability Heuristics for Mobile Multi-player Games. In proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2007, ACM Press (2007), pp. 28–35. Perth, Australia. doi: 10.1145/1306813.1306828
  • Nacke, L. (2009). From Playability to a Hierarchical Game Usability Model. In Proceedings of the 2009 Conference on Future Play on @ GDC Canada (Vancouver, British Columbia, Canada, May 12–13, 2009). FuturePlay '09. ACM, New York, NY, 11-12. doi: 10.1145/1639601.1639609
  • Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M. v. d., et al. (2009). Playability and Player Experience Research. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK. (online slides)
  • Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. Prestudy Research Report, Hypermedia Laboratory, University of Tampere, Tampere, 2002.