Gameplay
Gameplay is the way players interact with a game,[1][2] and in particular with video games.[3][4] It is the connection between the[5] game rules,[2][6] challenges[7] and overcoming them[8] and the plot.[9][5] Video game gameplay is how attracting the graphics[9][10] and audio are to the player.[9]
Overview
Along with the rise of video game development in the 1980s, the term gameplay was used only in the context of video games. Now its popularity has started to be used in the description of other, more traditional, game types. Generally, gameplay is about the general experience of playing a video game. It does not include other things like graphics and sound. Game mechanics, on the other hand, is the set of rules in a game that are supposed to make an enjoyable gaming experience. Academic discussions often use terms like "game mechanics". This is because "gameplay" is too general for academic discussions.[11]
Gameplay types
References
- ↑ Lindley, Craig. Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science 3105 (June 24–26, 2004). Darmstadt, Germany: Springer. p. 183–194. ISBN 978-3-540-22283-5. doi:10.1007/978-3-540-27797-2_25.
- ↑ 2.0 2.1 Salen, Katie. Rules of Play: Game Design Fundamentals (2004). Cambridge, Massachusetts: The MIT Press. ISBN 978-0-262-24045-1.
- ↑ Lindley, Craig. Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay. Proceedings of CGAMES 08 (November 3–5, 2008). Wolverhampton, UK: University of Wolverhampton. ISBN 978-0-9549016-6-0. Retrieved 2012-08-18.
- ↑ Tavinor, Grant. The Art of Videogames (October 5, 2009)Wiley-Blackwell. ISBN 978-1-4051-8788-6.
- ↑ 5.0 5.1 Laramée, François Dominic. Game Design Perspectives (June 15, 2002)Charles River Media. ISBN 978-1-58450-090-2.
- ↑ Egenfeldt-Nielson, Simon. Understanding Video Games: The Essential Introduction (February 19, 2008)Routledge. ISBN 978-0-415-97721-0.
- ↑ Adams, Ernest. Andrew Rollings and Ernest Adams on game design (2003)New Riders Publishing. ISBN 978-1-59273-001-8.
- ↑ Adams, Ernest. Fundamentals of Game Design (September 23, 2006)Prentice Hall. ISBN 978-0-13-168747-9.
- ↑ 9.0 9.1 9.2 Soanes, Catherine. Concise Oxford English Dictionary (August 11, 2008)Oxford University Press, USA. ISBN 978-0-19-954841-5.
- ↑ Oxland, Kevin. Gameplay and design (2004)Addison Wesley. ISBN 978-0-321-20467-7.
- ↑ Kierkegaard, Alex. Videogame Culture: Volume 1 (2012).
Books
- 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.
- Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311-368.
- 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 Archived 2011-11-12 at the Wayback Machine. 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 Archived 2010-08-30 at the Wayback Machine, Hypermedia Laboratory, University of Tampere, Tampere, 2002.