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Gameplay
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==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."<ref>{{Cite book |last1=Björk |first1=Staffan |title=Patterns in Game Design |last2=Holopainen |first2=Jussi |publisher=Charles River Media |year=2005 |isbn=978-1-58450-354-5}}</ref> * "Gameplay here is seen as the interactive gaming process of the player with the game."<ref name="nackeDiGRA">{{cite journal |last1=Nacke |first1=Lennart E. |last2=Drachen |first2=Anders |last3=Kuikkaniemi |first3=Kai |last4=Niesenhaus |first4=Joerg |last5=Korhonen |first5=Hannu |last6=van den Hoogen |first6=Wouter |last7=Poels |first7=Karolien |last8=IJsselsteijn |first8=Wijnand |last9=de Kort |first9=Yvonne |display-authors=8 |date=September 1, 2009 |title=Playability and Player Experience Research |url=http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf |url-status=live |journal=Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory |archive-url=https://web.archive.org/web/20111112141834/http://www.digra.org/dl/display_html?chid=http%3A%2F%2Fwww.digra.org%2Fdl%2Fdb%2F09287.44170.pdf |archive-date=November 12, 2011 |access-date=May 15, 2019 |quote=''playability'' is the evaluative process directed toward games, whereas ''player experience'' is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1) |df=mdy-all}}</ref> Theorists also agree that video game gameplay is distinct from graphics<ref name="B">{{cite book |title=Concise Oxford English Dictionary |date=August 11, 2008 |publisher=Oxford University Press, US |isbn=978-0-19-954841-5 |edition=11, Revised |quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects}}</ref><ref name="D">{{cite book |last=Oxland |first=Kevin |title=Gameplay and design |publisher=Addison Wesley |year=2004 |isbn=978-0-321-20467-7 |quote=.. 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. |ref=Oxland}}</ref> and audio elements.<ref name="B" /> 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."<ref>{{cite book |last1=Adams |first1=Ernest |title=Andrew Rollings and Ernest Adams on game design |last2=Rollings |first2=Andrew |publisher=New Riders Publishing |year=2003 |isbn=978-1-59273-001-8 |ref=AdRol}}</ref> * "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."<ref name="C" /> * 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).<ref>{{cite journal |last=Frasca |first=G |year=2003 |title=Simulation versus narrative: introduction to ludology |journal=The Videogame Theory Reader |pages=221}}</ref>
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