Gameplay and playability: Difference between revisions

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== Introduction ==
== Introduction ==


Wikipedia defines "game play" or '''gameplay''' {{quotation|as the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it.}}, retrieved oct 3 2012.
Wikipedia defines "game play" or '''gameplay''' {{quotation|as the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it.}} [http://en.wikipedia.org/wiki/Gameplay Gameplay], retrieved oct 3 2012.


Good game play increases so-called '''playbility'''
Alessi and Trollip (2001) define seven critical factors that make and artifact a game:
* Goals, i.e. the end towards the player strives. Note: "goals" refers to game goal and not learning goal. The relationship between both should be of course be clarified and strengthened.
* Rules define actions, i.e. possibilities and constraints.
* Competition
* Challenge which is adjusted to the current skill level
* Fantasy, i.e. immersion in some kind of imaginary or real world
* Safety
* Entertainment
 
Good game play increases so-called '''playability''', that [http://en.wikipedia.org/wiki/Gameplay wikipedia] defines as {{quotation|a term in video gaming jargon that is used to describe the ease by which the game can be played, or the quantity or duration that a game can be played, in other words, the quality of gameplay.}}
 
Gameplay and playability are part of the more complex "player experience", i.e. the [[User experience and user experience design|user experience]] with a game which can be broken down to: usable, desirable (motivating), valuable (players will achieve something), etc.
 
According to the [Serious Games in Defence Education] report, Prensky (2001) identifies the following major ingredients.
# Rules,
# Conflict/competition/challenge/opposition,
# Goals and objectives,
# Interaction,
# Outcomes and feedback,
# Representation or story,


== Links ==
== Links ==
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* [http://en.wikipedia.org/wiki/Game_mechanics Game mechanics]
* [http://en.wikipedia.org/wiki/Game_mechanics Game mechanics]
* [http://en.wikipedia.org/wiki/Game_design Game design]
* [http://en.wikipedia.org/wiki/Game_design Game design]
== Bibliography ==
* Prensky M (2001).- Digital game-based learning. New York: McGraw-Hill.
* Becta (2002)- Computer Games in Education project. http://www.becta.org.uk/
* [http://www.google.ch/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CCMQFjAA&url=http%3A%2F%2Fwww.caspianlearning.co.uk%2FMoD_Defence_Academy_Serious_games_Report_04.11.08.pdf&ei=Sn11UKCxOYXBhAelmIH4Ag&usg=AFQjCNHHBGxlEIo-rLUP4Vla17sF-WLYzQ&sig2=cBNHhcIakum1y3qMDLdDmg Serious Games in Defence Education - Caspian Learning]


[[Category: Computer games]]
[[Category: Computer games]]

Latest revision as of 19:32, 22 August 2016

Draft

Introduction

Wikipedia defines "game play" or gameplay “as the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it.” Gameplay, retrieved oct 3 2012.

Alessi and Trollip (2001) define seven critical factors that make and artifact a game:

  • Goals, i.e. the end towards the player strives. Note: "goals" refers to game goal and not learning goal. The relationship between both should be of course be clarified and strengthened.
  • Rules define actions, i.e. possibilities and constraints.
  • Competition
  • Challenge which is adjusted to the current skill level
  • Fantasy, i.e. immersion in some kind of imaginary or real world
  • Safety
  • Entertainment

Good game play increases so-called playability, that wikipedia defines as “a term in video gaming jargon that is used to describe the ease by which the game can be played, or the quantity or duration that a game can be played, in other words, the quality of gameplay.”

Gameplay and playability are part of the more complex "player experience", i.e. the user experience with a game which can be broken down to: usable, desirable (motivating), valuable (players will achieve something), etc.

According to the [Serious Games in Defence Education] report, Prensky (2001) identifies the following major ingredients.

  1. Rules,
  2. Conflict/competition/challenge/opposition,
  3. Goals and objectives,
  4. Interaction,
  5. Outcomes and feedback,
  6. Representation or story,

Links

Wikipedia entries of interest

Bibliography