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{{other uses}}
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{{Wiktionary}}
'''Gameplay''' is the specific way in which players interact with a [[game]],<ref name="E">{{cite book|quote=.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.|doi=10.1007/978-3-540-27797-2_25 | title=Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004|volume=3105 |publisher=Springer|date=June 24–26, 2004|chapter=Narrative, Game Play, and Alternative Time Structures for Virtual Environments|pages=183–194|first= Craig |last= Lindley|editor-first=Stefan | editor-last=Göbel|location=Darmstadt, Germany|isbn=978-3-540-22283-5|series=Lecture Notes in Computer Science }}</ref><ref name="K">{{cite book | title=Rules of Play: Game Design Fundamentals | url=https://archive.org/details/rulesplaygamedes00sale | url-access=limited | first1=Katie | last1=Salen | first2=Eric | last2=Zimmerman | page=[https://archive.org/details/rulesplaygamedes00sale/page/n24 3] | year=2004 | publisher=The MIT Press | location=Cambridge, Massachusetts | isbn=978-0-262-24045-1 |quote=Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.}}</ref> and in particular with [[video game]]s.<ref name="C">{{cite book | quote=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 | first1=Craig | last1=Lindley | first2= Lennart | last2=Nacke | first3=Charlotte | last3=Sennersten | title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay | url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | publisher=University of Wolverhampton | location=Wolverhampton, UK | journal=Proceedings of CGAMES 08 | date= November 3–5, 2008 | isbn=978-0-9549016-6-0 | access-date=2010-10-04 | archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | archive-date=2015-09-23 | url-status=dead }}</ref><ref name="J">{{cite book|quote=[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.|last=Tavinor|first=Grant|title=The Art of Videogames|publisher=Wiley-Blackwell|date=October 5, 2009|isbn=978-1-4051-8788-6|url=https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86 |access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay|archive-date= February 23, 2017|url-status=live|df=mdy-all}}</ref> Gameplay is the [[pattern]] defined through the game rules,<ref name="K"/><ref name="G">{{cite book |last1=Egenfeldt-Nielson |first1=Simon |last2=Smith |first2= Jonas Heide |last3=Tosca |first3=Susana Pajares |title=Understanding Video Games: The Essential Introduction |publisher=Routledge |date=February 19, 2008 |isbn=978-0-415-97721-0 |url= https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101 |quote=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. |access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 |archive-date=February 23, 2017 |url-status=live |df=mdy-all }}</ref> connection between player and the game,<ref name="I">{{cite book|last=Laramée|first=François Dominic |title=Game Design Perspectives|publisher=Charles River Media|date=June 15, 2002|isbn=978-1-58450-090-2|url=https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70|access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay|archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> challenges<ref name= "A">{{cite book| quote=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, .. |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref> and overcoming them,<ref name="H">{{cite book|quote=.. 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.|last=Adams|first=Ernest|title=Fundamentals of Game Design|publisher=Prentice Hall|date=September 23, 2006|isbn=978-0-13-168747-9|url=https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251|access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= |archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> plot<ref name="B">{{cite book|quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects|title=Concise Oxford English Dictionary|publisher=Oxford University Press, US|date=August 11, 2008|edition=11, Revised|isbn=978-0-19-954841-5}}</ref> and player's connection with it.<ref name="I"/> Video game gameplay is distinct from graphics<ref name="B"/><ref name="D">{{cite book | 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. | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=978-0-321-20467-7 | ref=Oxland }}</ref> and audio elements.<ref name="B"/> In card games, the equivalent term is '''play'''.{{efn|For examples, see Phillips (1957){{sfn|Phillips|1957|p=406}} or McLeod (2022).<ref>{{cite web|url = https://www.pagat.com/class/|title = Classified Index of Card Games|first = John|last = McLeod |website = [[pagat.com]]|date = 9 April 2022}}</ref>}}
==Overview==
[[File:Edge (video game) edge time, animated.gif|thumb|A gameplay of an early version of the puzzle game ''[[Edge (video game)|Edge]]'']]
Arising alongside [[game development|video game development]] in the 1980s, the term ''gameplay'' was used solely within the context of [[video game]]s, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. [[Game mechanics]], on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vague.<ref name="The Stupidest Word in Videogames">{{cite book|last=Kierkegaard|first=Alex|title=Videogame Culture: Volume 1|year=2012}}</ref> The word is sometimes misapplied to card games where, however, the usual term is "[[rules of play (cards)|play]]" and refers to the way the cards are played out in accordance with the rules (as opposed to other aspects such as dealing or bidding).
==Types==
{{Expand section|date=April 2010}}
There are 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|title=Simulation versus narrative: introduction to ludology|journal=The Videogame Theory Reader|year=2003|pages=221}}</ref> In video games gameplay can be divided into several types. For example, ''[[Cooperative video game|cooperative gameplay]]'' involves two or more players playing on a team. Another example is ''twitch gameplay'' which is based around testing a player's reaction times and precision, maybe in [[rhythm games]] or [[first-person shooters]].{{Citation needed|date=June 2020}} Various gameplay types are listed below.
* [[Asymmetric video game]]
* [[Cooperative video game]]
* [[Emergent gameplay]]
* [[Nonlinear gameplay]]
==Ambiguity in definition==
The term ''gameplay'' can be quite ambiguous to define; thus, it has been differently defined by different authors.<!-- This is based on the list below, that explicitly lists different definitions. -->
For instance:
* "A series of interesting choices." -[[Sid Meier]]<ref>{{cite book |last1=Rollings |first1=Andrew |last2=Morris |first2=Dave |title=Game Architecture and Design |year=1999 |publisher=Coriolis Group Books |isbn=978-1-57610-425-5 |page=[https://archive.org/details/gamearchitecture0000roll/page/38 38] |url=https://archive.org/details/gamearchitecture0000roll/page/38 }}</ref>
* "The structures of player interaction with the game system and with other players in the game."<ref>{{Cite book | title=Patterns in Game Design | year=2005 | first1=Staffan | last1=Björk | first2= Jussi | last2=Holopainen | publisher=Charles River Media | isbn=978-1-58450-354-5}}</ref>
* "One or more causally linked series of challenges in a simulated environment."<ref>{{cite book |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref>
* "A good game is one that you can win by doing the unexpected and making it work."<ref>{{cite book | title=Game Architecture and Design | url=https://archive.org/details/gamearchitecture0000roll_m1o4 | url-access=registration | year=2000 | publisher=New Riders Games | first1=Andrew | last1=Rollings | first2=Dave | last2=Morris | isbn=978-0-7357-1363-5}}</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" />
* "Gameplay here is seen as the interactive gaming process of the player with the game."<ref name="nackeDiGRA">{{cite journal | 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) | first1=Lennart E. | last1=Nacke | first2=Anders | last2=Drachen | first3=Kai | last3=Kuikkaniemi | first4=Joerg | last4=Niesenhaus | first5=Hannu | last5=Korhonen | first6=Wouter | last6=van den Hoogen | first7=Karolien | last7=Poels | first8=Wijnand | last8=IJsselsteijn | first9=Yvonne | last9=de Kort | display-authors=8 | title=Playability and Player Experience Research | url=http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf | journal=Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory | date=September 1, 2009 | access-date=May 15, 2019 | 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 | url-status=live | df=mdy-all }}</ref>
==Playability==
{{original research section|date=October 2013}}
Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay.<ref>[http://www.usabilityfirst.com/glossary/term_657.txl Usability First: Usability Glossary: playability<!-- Bot generated title -->] {{webarchive|url=https://web.archive.org/web/20091018082237/http://www.usabilityfirst.com/glossary/term_657.txl |date=2009-10-18 }}</ref> Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming."<ref name="nackeDiGRA"/> This is not to be confused with the ability to control (or play) characters in multi-character games such as [[role playing game]]s or [[fighting game]]s, or factions in [[real-time strategy]] games.
Playability is defined as a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment by being credible and satisfying when the player plays alone or in the company of others. Playability is characterized by different attributes and properties to measure the [[video game]] [[player experience]].<ref name=Gonzalez2012>{{cite journal|last=González Sánchez|first=J. L.|author2=Gutiérrez Vela, F.L. | author3=Montero Simarro, F. | author4=Padilla-Zea, N.|title=Playability: analysing user experience in video games|journal=Behaviour & Information Technology|date=31 Aug 2012|volume=31|issue=10|pages=1033–1054|doi=10.1080/0144929X.2012.710648|s2cid=7073571}}</ref>
* '''Satisfaction:''' the degree of gratification or pleasure of the player for completing a video game or some aspect like mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures influencing the satisfaction for specific game elements: characters, virtual world, challenges, and so on.
* '''Learning:''' the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but [[Gamer|gamers]] can use the learning curve in video games according to the game's nature. For example, on the one hand, gamers can demand great initial abilities before playing, or training them harshly in the first phases of the game, to help players understand and dominate all the game rules and resources and use them from the beginning. On the other hand, players can learn step by step in a guided way when they need some ability in the video game.
* '''Efficiency:''' the necessary time and resources to offer fun and entertainment to players while achieving the different game objectives and reaching the final goal. An efficient video game can catch the player's attention immediately and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game.
* '''Immersion:''' the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome them.
* '''Motivation:''' the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have resources to ensure the player's perseverance in the performed actions to overcome the game challenges. This means providing different factors to ensure positive reception in the interpretation of the game process, keeping the player focused on the proposed challenges, showing the relevance of the objectives to reach, and rewards for challenges to keep the player confident and motivated. The player should feel satisfied after receiving the reward or after completing the challenge.
* '''Emotion:''' the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to cultivate the best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness... using the game challenges, story, aesthetic, appearance, or the music compositions that are capable of affecting the player.
* '''Socialization:''' the degree of the game attributes, elements and resources that promote the social factor of the game experience in a group. This kind of experience provokes appreciating the video game differently, thanks to the relations established with other players or with other characters of the game that help the player resolve the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thanks to their interaction. In addition to this, socialization also is present in how the social connections that players have are projected with the group in the characters of the video game and the context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor, it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges.
===Playability's facets===
The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture.<ref>Stanford Ontology Library [http://lsi.ugr.es/joseluisgs/videojuegos.owl Video game's Elements Ontology] {{Webarchive|url=https://web.archive.org/web/20100603184631/http://lsi.ugr.es/joseluisgs/videojuegos.owl |date=2010-06-03 }}: A video game's elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.</ref> The playability's facets are:
* '''Intrinsic Playability:''' the playability based on the video game's nature and how the player shows it. It is strongly related to the gameplay and game mechanics. We can analyze the video game design implementation in this facet, especially video game rules, goals, objectives, rhythm, and other design mechanics.
* '''Mechanical Playability:''' the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game.
* '''Interactive Playability:''' player interaction and video game user interface development, for example, interaction dialogue and game controls. This playability is easily visible in the Game Interface.
* '''Artistic Playability:''' the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game.
* '''Intrapersonal Playability''' or '''Personal Playability''': the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value.
* '''Interpersonal Playability''' or '''Social Playability:''' the group consciousness and different user perceptions when the player plays with other players in a competitive, cooperative or collaborative way.
Finally, a video game's "global" playability will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.
==See also==
* [[Game development]] and [[Game design]]
* [[Game mechanics]]
* [[Interaction design]]
* [[Play (activity)]]
* [[Time-keeping systems in games]]
* [[Video game genres]]
== Footnotes ==
{{Notelist}}
==References==
{{reflist}}
==Further reading on playability==
* 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). [http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf Playability and Player Experience Research]. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK. ([http://www.slideshare.net/acagamic/playability-player-experience-research online slides])
* Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. [https://web.archive.org/web/20100830235423/http://tampub.uta.fi/tup/951-44-5432-4.pdf Prestudy Research Report], Hypermedia Laboratory, University of Tampere, Tampere, 2002.
* González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). From Usability to Playability: Introduction to Player-Centred Video Game Development Process. Proceedings of First International Conference, HCD 2009 (Held as Part of HCI International), San Diego, CA, US. [[doi:10.1007/978-3-642-02806-9_9]]
* González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). Playability: How to Identify the Player Experience in a Video Game. Proceedings of INTERACT 2009: 12th IFIP TC 13 International Conference, Uppsala, Sweden, August 24–28, 2009. [[doi:10.1007/978-3-642-03655-2_39]]
* González Sánchez, J. L., Montero, F., Padilla Zea, N., Gutiérrez, F. L. "Playability as Extension of Quality in Use in Video Games". Proceedings of 2nd International Workshop on the Interplay between Usability Evaluation and Software Development (I-USED), paper number 6.Uppsala, Sweden, 24 August (2009)
* {{cite book |editor-link=Hubert Phillips |editor-last=Phillips |editor-first=Hubert |date=1957 |title=Culbertson's Card Games Complete |location=Watford |publisher=Arco}}
[[Category:Video game gameplay| ]]
[[Category:Game design]]
[[Category:Video game terminology]]' |
New page wikitext, after the edit (new_wikitext ) | '{{short description|Specific way in which players interact with a game}}
{{other uses}}
{{Video games}}
{{Wiktionary}}
'''Gameplay''' is the specific way in which players fortnite with a [[game]],<ref name="E">{{cite book|quote=.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.|doi=10.1007/978-3-540-27797-2_25 | title=Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004|volume=3105 |publisher=Springer|date=June 24–26, 2004|chapter=Narrative, Game Play, and Alternative Time Structures for Virtual Environments|pages=183–194|first= Craig |last= Lindley|editor-first=Stefan | editor-last=Göbel|location=Darmstadt, Germany|isbn=978-3-540-22283-5|series=Lecture Notes in Computer Science }}</ref><ref name="K">{{cite book | title=Rules of Play: Game Design Fundamentals | url=https://archive.org/details/rulesplaygamedes00sale | url-access=limited | first1=Katie | last1=Salen | first2=Eric | last2=Zimmerman | page=[https://archive.org/details/rulesplaygamedes00sale/page/n24 3] | year=2004 | publisher=The MIT Press | location=Cambridge, Massachusetts | isbn=978-0-262-24045-1 |quote=Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.}}</ref> and in particular with [[video game]]s.<ref name="C">{{cite book | quote=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 | first1=Craig | last1=Lindley | first2= Lennart | last2=Nacke | first3=Charlotte | last3=Sennersten | title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay | url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | publisher=University of Wolverhampton | location=Wolverhampton, UK | journal=Proceedings of CGAMES 08 | date= November 3–5, 2008 | isbn=978-0-9549016-6-0 | access-date=2010-10-04 | archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | archive-date=2015-09-23 | url-status=dead }}</ref><ref name="J">{{cite book|quote=[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.|last=Tavinor|first=Grant|title=The Art of Videogames|publisher=Wiley-Blackwell|date=October 5, 2009|isbn=978-1-4051-8788-6|url=https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86 |access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay|archive-date= February 23, 2017|url-status=live|df=mdy-all}}</ref> Gameplay is the [[pattern]] defined through the game rules,<ref name="K"/><ref name="G">{{cite book |last1=Egenfeldt-Nielson |first1=Simon |last2=Smith |first2= Jonas Heide |last3=Tosca |first3=Susana Pajares |title=Understanding Video Games: The Essential Introduction |publisher=Routledge |date=February 19, 2008 |isbn=978-0-415-97721-0 |url= https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101 |quote=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. |access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 |archive-date=February 23, 2017 |url-status=live |df=mdy-all }}</ref> connection between player and the game,<ref name="I">{{cite book|last=Laramée|first=François Dominic |title=Game Design Perspectives|publisher=Charles River Media|date=June 15, 2002|isbn=978-1-58450-090-2|url=https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70|access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay|archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> challenges<ref name= "A">{{cite book| quote=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, .. |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref> and overcoming them,<ref name="H">{{cite book|quote=.. 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.|last=Adams|first=Ernest|title=Fundamentals of Game Design|publisher=Prentice Hall|date=September 23, 2006|isbn=978-0-13-168747-9|url=https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251|access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= |archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> plot<ref name="B">{{cite book|quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects|title=Concise Oxford English Dictionary|publisher=Oxford University Press, US|date=August 11, 2008|edition=11, Revised|isbn=978-0-19-954841-5}}</ref> and player's connection with it.<ref name="I"/> Video game gameplay is distinct from graphics<ref name="B"/><ref name="D">{{cite book | 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. | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=978-0-321-20467-7 | ref=Oxland }}</ref> and audio elements.<ref name="B"/> In card games, the equivalent term is '''play'''.{{efn|For examples, see Phillips (1957){{sfn|Phillips|1957|p=406}} or McLeod (2022).<ref>{{cite web|url = https://www.pagat.com/class/|title = Classified Index of Card Games|first = John|last = McLeod |website = [[pagat.com]]|date = 9 April 2022}}</ref>}}
==Overview==
[[File:Edge (video game) edge time, animated.gif|thumb|A gameplay of an early version of the puzzle game ''[[Edge (video game)|Edge]]'']]
Arising alongside [[game development|video game development]] in the 1980s, the term ''gameplay'' was used solely within the context of [[video game]]s, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. [[Game mechanics]], on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vague.<ref name="The Stupidest Word in Videogames">{{cite book|last=Kierkegaard|first=Alex|title=Videogame Culture: Volume 1|year=2012}}</ref> The word is sometimes misapplied to card games where, however, the usual term is "[[rules of play (cards)|play]]" and refers to the way the cards are played out in accordance with the rules (as opposed to other aspects such as dealing or bidding).
==Types==
{{Expand section|date=April 2010}}
There are 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|title=Simulation versus narrative: introduction to ludology|journal=The Videogame Theory Reader|year=2003|pages=221}}</ref> In video games gameplay can be divided into several types. For example, ''[[Cooperative video game|cooperative gameplay]]'' involves two or more players playing on a team. Another example is ''twitch gameplay'' which is based around testing a player's reaction times and precision, maybe in [[rhythm games]] or [[first-person shooters]].{{Citation needed|date=June 2020}} Various gameplay types are listed below.
* [[Asymmetric video game]]
* [[Cooperative video game]]
* [[Emergent gameplay]]
* [[Nonlinear gameplay]]
==Ambiguity in definition==
The term ''gameplay'' can be quite ambiguous to define; thus, it has been differently defined by different authors.<!-- This is based on the list below, that explicitly lists different definitions. -->
For instance:
* "A series of interesting choices." -[[Sid Meier]]<ref>{{cite book |last1=Rollings |first1=Andrew |last2=Morris |first2=Dave |title=Game Architecture and Design |year=1999 |publisher=Coriolis Group Books |isbn=978-1-57610-425-5 |page=[https://archive.org/details/gamearchitecture0000roll/page/38 38] |url=https://archive.org/details/gamearchitecture0000roll/page/38 }}</ref>
* "The structures of player interaction with the game system and with other players in the game."<ref>{{Cite book | title=Patterns in Game Design | year=2005 | first1=Staffan | last1=Björk | first2= Jussi | last2=Holopainen | publisher=Charles River Media | isbn=978-1-58450-354-5}}</ref>
* "One or more causally linked series of challenges in a simulated environment."<ref>{{cite book |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref>
* "A good game is one that you can win by doing the unexpected and making it work."<ref>{{cite book | title=Game Architecture and Design | url=https://archive.org/details/gamearchitecture0000roll_m1o4 | url-access=registration | year=2000 | publisher=New Riders Games | first1=Andrew | last1=Rollings | first2=Dave | last2=Morris | isbn=978-0-7357-1363-5}}</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" />
* "Gameplay here is seen as the interactive gaming process of the player with the game."<ref name="nackeDiGRA">{{cite journal | 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) | first1=Lennart E. | last1=Nacke | first2=Anders | last2=Drachen | first3=Kai | last3=Kuikkaniemi | first4=Joerg | last4=Niesenhaus | first5=Hannu | last5=Korhonen | first6=Wouter | last6=van den Hoogen | first7=Karolien | last7=Poels | first8=Wijnand | last8=IJsselsteijn | first9=Yvonne | last9=de Kort | display-authors=8 | title=Playability and Player Experience Research | url=http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf | journal=Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory | date=September 1, 2009 | access-date=May 15, 2019 | 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 | url-status=live | df=mdy-all }}</ref>
==Playability==
{{original research section|date=October 2013}}
Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay.<ref>[http://www.usabilityfirst.com/glossary/term_657.txl Usability First: Usability Glossary: playability<!-- Bot generated title -->] {{webarchive|url=https://web.archive.org/web/20091018082237/http://www.usabilityfirst.com/glossary/term_657.txl |date=2009-10-18 }}</ref> Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming."<ref name="nackeDiGRA"/> This is not to be confused with the ability to control (or play) characters in multi-character games such as [[role playing game]]s or [[fighting game]]s, or factions in [[real-time strategy]] games.
Playability is defined as a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment by being credible and satisfying when the player plays alone or in the company of others. Playability is characterized by different attributes and properties to measure the [[video game]] [[player experience]].<ref name=Gonzalez2012>{{cite journal|last=González Sánchez|first=J. L.|author2=Gutiérrez Vela, F.L. | author3=Montero Simarro, F. | author4=Padilla-Zea, N.|title=Playability: analysing user experience in video games|journal=Behaviour & Information Technology|date=31 Aug 2012|volume=31|issue=10|pages=1033–1054|doi=10.1080/0144929X.2012.710648|s2cid=7073571}}</ref>
* '''Satisfaction:''' the degree of gratification or pleasure of the player for completing a video game or some aspect like mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures influencing the satisfaction for specific game elements: characters, virtual world, challenges, and so on.
* '''Learning:''' the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but [[Gamer|gamers]] can use the learning curve in video games according to the game's nature. For example, on the one hand, gamers can demand great initial abilities before playing, or training them harshly in the first phases of the game, to help players understand and dominate all the game rules and resources and use them from the beginning. On the other hand, players can learn step by step in a guided way when they need some ability in the video game.
* '''Efficiency:''' the necessary time and resources to offer fun and entertainment to players while achieving the different game objectives and reaching the final goal. An efficient video game can catch the player's attention immediately and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game.
* '''Immersion:''' the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome them.
* '''Motivation:''' the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have resources to ensure the player's perseverance in the performed actions to overcome the game challenges. This means providing different factors to ensure positive reception in the interpretation of the game process, keeping the player focused on the proposed challenges, showing the relevance of the objectives to reach, and rewards for challenges to keep the player confident and motivated. The player should feel satisfied after receiving the reward or after completing the challenge.
* '''Emotion:''' the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to cultivate the best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness... using the game challenges, story, aesthetic, appearance, or the music compositions that are capable of affecting the player.
* '''Socialization:''' the degree of the game attributes, elements and resources that promote the social factor of the game experience in a group. This kind of experience provokes appreciating the video game differently, thanks to the relations established with other players or with other characters of the game that help the player resolve the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thanks to their interaction. In addition to this, socialization also is present in how the social connections that players have are projected with the group in the characters of the video game and the context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor, it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges.
===Playability's facets===
The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture.<ref>Stanford Ontology Library [http://lsi.ugr.es/joseluisgs/videojuegos.owl Video game's Elements Ontology] {{Webarchive|url=https://web.archive.org/web/20100603184631/http://lsi.ugr.es/joseluisgs/videojuegos.owl |date=2010-06-03 }}: A video game's elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.</ref> The playability's facets are:
* '''Intrinsic Playability:''' the playability based on the video game's nature and how the player shows it. It is strongly related to the gameplay and game mechanics. We can analyze the video game design implementation in this facet, especially video game rules, goals, objectives, rhythm, and other design mechanics.
* '''Mechanical Playability:''' the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game.
* '''Interactive Playability:''' player interaction and video game user interface development, for example, interaction dialogue and game controls. This playability is easily visible in the Game Interface.
* '''Artistic Playability:''' the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game.
* '''Intrapersonal Playability''' or '''Personal Playability''': the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value.
* '''Interpersonal Playability''' or '''Social Playability:''' the group consciousness and different user perceptions when the player plays with other players in a competitive, cooperative or collaborative way.
Finally, a video game's "global" playability will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.
==See also==
* [[Game development]] and [[Game design]]
* [[Game mechanics]]
* [[Interaction design]]
* [[Play (activity)]]
* [[Time-keeping systems in games]]
* [[Video game genres]]
== Footnotes ==
{{Notelist}}
==References==
{{reflist}}
==Further reading on playability==
* 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). [http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf Playability and Player Experience Research]. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK. ([http://www.slideshare.net/acagamic/playability-player-experience-research online slides])
* Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. [https://web.archive.org/web/20100830235423/http://tampub.uta.fi/tup/951-44-5432-4.pdf Prestudy Research Report], Hypermedia Laboratory, University of Tampere, Tampere, 2002.
* González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). From Usability to Playability: Introduction to Player-Centred Video Game Development Process. Proceedings of First International Conference, HCD 2009 (Held as Part of HCI International), San Diego, CA, US. [[doi:10.1007/978-3-642-02806-9_9]]
* González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). Playability: How to Identify the Player Experience in a Video Game. Proceedings of INTERACT 2009: 12th IFIP TC 13 International Conference, Uppsala, Sweden, August 24–28, 2009. [[doi:10.1007/978-3-642-03655-2_39]]
* González Sánchez, J. L., Montero, F., Padilla Zea, N., Gutiérrez, F. L. "Playability as Extension of Quality in Use in Video Games". Proceedings of 2nd International Workshop on the Interplay between Usability Evaluation and Software Development (I-USED), paper number 6.Uppsala, Sweden, 24 August (2009)
* {{cite book |editor-link=Hubert Phillips |editor-last=Phillips |editor-first=Hubert |date=1957 |title=Culbertson's Card Games Complete |location=Watford |publisher=Arco}}
[[Category:Video game gameplay| ]]
[[Category:Game design]]
[[Category:Video game terminology]]' |
Unified diff of changes made by edit (edit_diff ) | '@@ -4,5 +4,5 @@
{{Wiktionary}}
-'''Gameplay''' is the specific way in which players interact with a [[game]],<ref name="E">{{cite book|quote=.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.|doi=10.1007/978-3-540-27797-2_25 | title=Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004|volume=3105 |publisher=Springer|date=June 24–26, 2004|chapter=Narrative, Game Play, and Alternative Time Structures for Virtual Environments|pages=183–194|first= Craig |last= Lindley|editor-first=Stefan | editor-last=Göbel|location=Darmstadt, Germany|isbn=978-3-540-22283-5|series=Lecture Notes in Computer Science }}</ref><ref name="K">{{cite book | title=Rules of Play: Game Design Fundamentals | url=https://archive.org/details/rulesplaygamedes00sale | url-access=limited | first1=Katie | last1=Salen | first2=Eric | last2=Zimmerman | page=[https://archive.org/details/rulesplaygamedes00sale/page/n24 3] | year=2004 | publisher=The MIT Press | location=Cambridge, Massachusetts | isbn=978-0-262-24045-1 |quote=Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.}}</ref> and in particular with [[video game]]s.<ref name="C">{{cite book | quote=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 | first1=Craig | last1=Lindley | first2= Lennart | last2=Nacke | first3=Charlotte | last3=Sennersten | title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay | url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | publisher=University of Wolverhampton | location=Wolverhampton, UK | journal=Proceedings of CGAMES 08 | date= November 3–5, 2008 | isbn=978-0-9549016-6-0 | access-date=2010-10-04 | archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | archive-date=2015-09-23 | url-status=dead }}</ref><ref name="J">{{cite book|quote=[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.|last=Tavinor|first=Grant|title=The Art of Videogames|publisher=Wiley-Blackwell|date=October 5, 2009|isbn=978-1-4051-8788-6|url=https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86 |access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay|archive-date= February 23, 2017|url-status=live|df=mdy-all}}</ref> Gameplay is the [[pattern]] defined through the game rules,<ref name="K"/><ref name="G">{{cite book |last1=Egenfeldt-Nielson |first1=Simon |last2=Smith |first2= Jonas Heide |last3=Tosca |first3=Susana Pajares |title=Understanding Video Games: The Essential Introduction |publisher=Routledge |date=February 19, 2008 |isbn=978-0-415-97721-0 |url= https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101 |quote=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. |access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 |archive-date=February 23, 2017 |url-status=live |df=mdy-all }}</ref> connection between player and the game,<ref name="I">{{cite book|last=Laramée|first=François Dominic |title=Game Design Perspectives|publisher=Charles River Media|date=June 15, 2002|isbn=978-1-58450-090-2|url=https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70|access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay|archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> challenges<ref name= "A">{{cite book| quote=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, .. |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref> and overcoming them,<ref name="H">{{cite book|quote=.. 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.|last=Adams|first=Ernest|title=Fundamentals of Game Design|publisher=Prentice Hall|date=September 23, 2006|isbn=978-0-13-168747-9|url=https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251|access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= |archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> plot<ref name="B">{{cite book|quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects|title=Concise Oxford English Dictionary|publisher=Oxford University Press, US|date=August 11, 2008|edition=11, Revised|isbn=978-0-19-954841-5}}</ref> and player's connection with it.<ref name="I"/> Video game gameplay is distinct from graphics<ref name="B"/><ref name="D">{{cite book | 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. | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=978-0-321-20467-7 | ref=Oxland }}</ref> and audio elements.<ref name="B"/> In card games, the equivalent term is '''play'''.{{efn|For examples, see Phillips (1957){{sfn|Phillips|1957|p=406}} or McLeod (2022).<ref>{{cite web|url = https://www.pagat.com/class/|title = Classified Index of Card Games|first = John|last = McLeod |website = [[pagat.com]]|date = 9 April 2022}}</ref>}}
+'''Gameplay''' is the specific way in which players fortnite with a [[game]],<ref name="E">{{cite book|quote=.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.|doi=10.1007/978-3-540-27797-2_25 | title=Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004|volume=3105 |publisher=Springer|date=June 24–26, 2004|chapter=Narrative, Game Play, and Alternative Time Structures for Virtual Environments|pages=183–194|first= Craig |last= Lindley|editor-first=Stefan | editor-last=Göbel|location=Darmstadt, Germany|isbn=978-3-540-22283-5|series=Lecture Notes in Computer Science }}</ref><ref name="K">{{cite book | title=Rules of Play: Game Design Fundamentals | url=https://archive.org/details/rulesplaygamedes00sale | url-access=limited | first1=Katie | last1=Salen | first2=Eric | last2=Zimmerman | page=[https://archive.org/details/rulesplaygamedes00sale/page/n24 3] | year=2004 | publisher=The MIT Press | location=Cambridge, Massachusetts | isbn=978-0-262-24045-1 |quote=Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.}}</ref> and in particular with [[video game]]s.<ref name="C">{{cite book | quote=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 | first1=Craig | last1=Lindley | first2= Lennart | last2=Nacke | first3=Charlotte | last3=Sennersten | title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay | url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | publisher=University of Wolverhampton | location=Wolverhampton, UK | journal=Proceedings of CGAMES 08 | date= November 3–5, 2008 | isbn=978-0-9549016-6-0 | access-date=2010-10-04 | archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | archive-date=2015-09-23 | url-status=dead }}</ref><ref name="J">{{cite book|quote=[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.|last=Tavinor|first=Grant|title=The Art of Videogames|publisher=Wiley-Blackwell|date=October 5, 2009|isbn=978-1-4051-8788-6|url=https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86 |access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay|archive-date= February 23, 2017|url-status=live|df=mdy-all}}</ref> Gameplay is the [[pattern]] defined through the game rules,<ref name="K"/><ref name="G">{{cite book |last1=Egenfeldt-Nielson |first1=Simon |last2=Smith |first2= Jonas Heide |last3=Tosca |first3=Susana Pajares |title=Understanding Video Games: The Essential Introduction |publisher=Routledge |date=February 19, 2008 |isbn=978-0-415-97721-0 |url= https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101 |quote=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. |access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 |archive-date=February 23, 2017 |url-status=live |df=mdy-all }}</ref> connection between player and the game,<ref name="I">{{cite book|last=Laramée|first=François Dominic |title=Game Design Perspectives|publisher=Charles River Media|date=June 15, 2002|isbn=978-1-58450-090-2|url=https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70|access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay|archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> challenges<ref name= "A">{{cite book| quote=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, .. |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref> and overcoming them,<ref name="H">{{cite book|quote=.. 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.|last=Adams|first=Ernest|title=Fundamentals of Game Design|publisher=Prentice Hall|date=September 23, 2006|isbn=978-0-13-168747-9|url=https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251|access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= |archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> plot<ref name="B">{{cite book|quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects|title=Concise Oxford English Dictionary|publisher=Oxford University Press, US|date=August 11, 2008|edition=11, Revised|isbn=978-0-19-954841-5}}</ref> and player's connection with it.<ref name="I"/> Video game gameplay is distinct from graphics<ref name="B"/><ref name="D">{{cite book | 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. | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=978-0-321-20467-7 | ref=Oxland }}</ref> and audio elements.<ref name="B"/> In card games, the equivalent term is '''play'''.{{efn|For examples, see Phillips (1957){{sfn|Phillips|1957|p=406}} or McLeod (2022).<ref>{{cite web|url = https://www.pagat.com/class/|title = Classified Index of Card Games|first = John|last = McLeod |website = [[pagat.com]]|date = 9 April 2022}}</ref>}}
==Overview==
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0 => ''''Gameplay''' is the specific way in which players fortnite with a [[game]],<ref name="E">{{cite book|quote=.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.|doi=10.1007/978-3-540-27797-2_25 | title=Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004|volume=3105 |publisher=Springer|date=June 24–26, 2004|chapter=Narrative, Game Play, and Alternative Time Structures for Virtual Environments|pages=183–194|first= Craig |last= Lindley|editor-first=Stefan | editor-last=Göbel|location=Darmstadt, Germany|isbn=978-3-540-22283-5|series=Lecture Notes in Computer Science }}</ref><ref name="K">{{cite book | title=Rules of Play: Game Design Fundamentals | url=https://archive.org/details/rulesplaygamedes00sale | url-access=limited | first1=Katie | last1=Salen | first2=Eric | last2=Zimmerman | page=[https://archive.org/details/rulesplaygamedes00sale/page/n24 3] | year=2004 | publisher=The MIT Press | location=Cambridge, Massachusetts | isbn=978-0-262-24045-1 |quote=Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.}}</ref> and in particular with [[video game]]s.<ref name="C">{{cite book | quote=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 | first1=Craig | last1=Lindley | first2= Lennart | last2=Nacke | first3=Charlotte | last3=Sennersten | title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay | url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | publisher=University of Wolverhampton | location=Wolverhampton, UK | journal=Proceedings of CGAMES 08 | date= November 3–5, 2008 | isbn=978-0-9549016-6-0 | access-date=2010-10-04 | archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | archive-date=2015-09-23 | url-status=dead }}</ref><ref name="J">{{cite book|quote=[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.|last=Tavinor|first=Grant|title=The Art of Videogames|publisher=Wiley-Blackwell|date=October 5, 2009|isbn=978-1-4051-8788-6|url=https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86 |access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay|archive-date= February 23, 2017|url-status=live|df=mdy-all}}</ref> Gameplay is the [[pattern]] defined through the game rules,<ref name="K"/><ref name="G">{{cite book |last1=Egenfeldt-Nielson |first1=Simon |last2=Smith |first2= Jonas Heide |last3=Tosca |first3=Susana Pajares |title=Understanding Video Games: The Essential Introduction |publisher=Routledge |date=February 19, 2008 |isbn=978-0-415-97721-0 |url= https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101 |quote=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. |access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 |archive-date=February 23, 2017 |url-status=live |df=mdy-all }}</ref> connection between player and the game,<ref name="I">{{cite book|last=Laramée|first=François Dominic |title=Game Design Perspectives|publisher=Charles River Media|date=June 15, 2002|isbn=978-1-58450-090-2|url=https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70|access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay|archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> challenges<ref name= "A">{{cite book| quote=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, .. |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref> and overcoming them,<ref name="H">{{cite book|quote=.. 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.|last=Adams|first=Ernest|title=Fundamentals of Game Design|publisher=Prentice Hall|date=September 23, 2006|isbn=978-0-13-168747-9|url=https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251|access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= |archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> plot<ref name="B">{{cite book|quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects|title=Concise Oxford English Dictionary|publisher=Oxford University Press, US|date=August 11, 2008|edition=11, Revised|isbn=978-0-19-954841-5}}</ref> and player's connection with it.<ref name="I"/> Video game gameplay is distinct from graphics<ref name="B"/><ref name="D">{{cite book | 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. | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=978-0-321-20467-7 | ref=Oxland }}</ref> and audio elements.<ref name="B"/> In card games, the equivalent term is '''play'''.{{efn|For examples, see Phillips (1957){{sfn|Phillips|1957|p=406}} or McLeod (2022).<ref>{{cite web|url = https://www.pagat.com/class/|title = Classified Index of Card Games|first = John|last = McLeod |website = [[pagat.com]]|date = 9 April 2022}}</ref>}}'
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0 => ''''Gameplay''' is the specific way in which players interact with a [[game]],<ref name="E">{{cite book|quote=.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.|doi=10.1007/978-3-540-27797-2_25 | title=Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004|volume=3105 |publisher=Springer|date=June 24–26, 2004|chapter=Narrative, Game Play, and Alternative Time Structures for Virtual Environments|pages=183–194|first= Craig |last= Lindley|editor-first=Stefan | editor-last=Göbel|location=Darmstadt, Germany|isbn=978-3-540-22283-5|series=Lecture Notes in Computer Science }}</ref><ref name="K">{{cite book | title=Rules of Play: Game Design Fundamentals | url=https://archive.org/details/rulesplaygamedes00sale | url-access=limited | first1=Katie | last1=Salen | first2=Eric | last2=Zimmerman | page=[https://archive.org/details/rulesplaygamedes00sale/page/n24 3] | year=2004 | publisher=The MIT Press | location=Cambridge, Massachusetts | isbn=978-0-262-24045-1 |quote=Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.}}</ref> and in particular with [[video game]]s.<ref name="C">{{cite book | quote=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 | first1=Craig | last1=Lindley | first2= Lennart | last2=Nacke | first3=Charlotte | last3=Sennersten | title=Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay | url=http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | publisher=University of Wolverhampton | location=Wolverhampton, UK | journal=Proceedings of CGAMES 08 | date= November 3–5, 2008 | isbn=978-0-9549016-6-0 | access-date=2010-10-04 | archive-url=https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument | archive-date=2015-09-23 | url-status=dead }}</ref><ref name="J">{{cite book|quote=[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.|last=Tavinor|first=Grant|title=The Art of Videogames|publisher=Wiley-Blackwell|date=October 5, 2009|isbn=978-1-4051-8788-6|url=https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86 |access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay|archive-date= February 23, 2017|url-status=live|df=mdy-all}}</ref> Gameplay is the [[pattern]] defined through the game rules,<ref name="K"/><ref name="G">{{cite book |last1=Egenfeldt-Nielson |first1=Simon |last2=Smith |first2= Jonas Heide |last3=Tosca |first3=Susana Pajares |title=Understanding Video Games: The Essential Introduction |publisher=Routledge |date=February 19, 2008 |isbn=978-0-415-97721-0 |url= https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101 |quote=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. |access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 |archive-date=February 23, 2017 |url-status=live |df=mdy-all }}</ref> connection between player and the game,<ref name="I">{{cite book|last=Laramée|first=François Dominic |title=Game Design Perspectives|publisher=Charles River Media|date=June 15, 2002|isbn=978-1-58450-090-2|url=https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70|access-date=September 23, 2016 |archive-url=https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay|archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> challenges<ref name= "A">{{cite book| quote=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, .. |title=Andrew Rollings and Ernest Adams on game design | last1=Adams | first1=Ernest | last2=Rollings | first2=Andrew | year=2003 | publisher=New Riders Publishing | isbn=978-1-59273-001-8 | ref=AdRol }}</ref> and overcoming them,<ref name="H">{{cite book|quote=.. 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.|last=Adams|first=Ernest|title=Fundamentals of Game Design|publisher=Prentice Hall|date=September 23, 2006|isbn=978-0-13-168747-9|url=https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251|access-date=September 23, 2016|archive-url=https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= |archive-date=February 23, 2017|url-status=live|df=mdy-all}}</ref> plot<ref name="B">{{cite book|quote=gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects|title=Concise Oxford English Dictionary|publisher=Oxford University Press, US|date=August 11, 2008|edition=11, Revised|isbn=978-0-19-954841-5}}</ref> and player's connection with it.<ref name="I"/> Video game gameplay is distinct from graphics<ref name="B"/><ref name="D">{{cite book | 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. | title=Gameplay and design | last=Oxland | first=Kevin | year=2004 | publisher=Addison Wesley | isbn=978-0-321-20467-7 | ref=Oxland }}</ref> and audio elements.<ref name="B"/> In card games, the equivalent term is '''play'''.{{efn|For examples, see Phillips (1957){{sfn|Phillips|1957|p=406}} or McLeod (2022).<ref>{{cite web|url = https://www.pagat.com/class/|title = Classified Index of Card Games|first = John|last = McLeod |website = [[pagat.com]]|date = 9 April 2022}}</ref>}}'
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Parsed HTML source of the new revision (new_html ) | '<div class="mw-content-ltr mw-parser-output" lang="en" dir="ltr"><div class="shortdescription nomobile noexcerpt noprint searchaux" style="display:none">Specific way in which players interact with a game</div>
<style data-mw-deduplicate="TemplateStyles:r1033289096">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}</style><div role="note" class="hatnote navigation-not-searchable">For other uses, see <a href="/wiki/Gameplay_(disambiguation)" class="mw-disambig" title="Gameplay (disambiguation)">Gameplay (disambiguation)</a>.</div>
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.sidebar-below{padding:0.3em 0.8em;font-weight:bold}.mw-parser-output .sidebar-collapse .sidebar-above,.mw-parser-output .sidebar-collapse .sidebar-below{border-top:1px solid #aaa;border-bottom:1px solid #aaa}.mw-parser-output .sidebar-navbar{text-align:right;font-size:115%;padding:0 0.4em 0.4em}.mw-parser-output .sidebar-list-title{padding:0 0.4em;text-align:left;font-weight:bold;line-height:1.6em;font-size:105%}.mw-parser-output .sidebar-list-title-c{padding:0 0.4em;text-align:center;margin:0 3.3em}@media(max-width:720px){body.mediawiki .mw-parser-output .sidebar{width:100%!important;clear:both;float:none!important;margin-left:0!important;margin-right:0!important}}</style><table class="sidebar sidebar-collapse nomobile"><tbody><tr><td class="sidebar-top-image"><span typeof="mw:File"><a href="/wiki/Wikipedia:WikiProject_Video_games" title="Wikipedia:WikiProject Video games"><img src="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/60px-WPVG_icon_2016.svg.png" decoding="async" width="60" height="60" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/90px-WPVG_icon_2016.svg.png 1.5x, //upload.wikimedia.org/wikipedia/en/thumb/e/e0/WPVG_icon_2016.svg/120px-WPVG_icon_2016.svg.png 2x" data-file-width="249" data-file-height="249" /></a></span></td></tr><tr><th class="sidebar-title"><a href="/wiki/Video_game" title="Video game">Video games</a></th></tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="background:transparent;border-top:1px solid #aaa;text-align:center"><a href="/wiki/Video_game#Platform" title="Video game">Platforms</a></div><div class="sidebar-list-content mw-collapsible-content hlist">
<ul><li><a href="/wiki/Arcade_video_game" title="Arcade video game">Arcade video game</a></li>
<li><a href="/wiki/Console_game" title="Console game">Console game</a>
<ul><li><a href="/wiki/Video_game_console" title="Video game console">Game console</a></li>
<li><a href="/wiki/Home_video_game_console" title="Home video game console">Home console</a></li>
<li><a href="/wiki/Handheld_game_console" title="Handheld game console">Handheld console</a></li></ul></li>
<li><a href="/wiki/Electronic_game" title="Electronic game">Electronic game</a>
<ul><li><a href="/wiki/Audio_game" title="Audio game">Audio game</a></li>
<li><a href="/wiki/Handheld_electronic_game" title="Handheld electronic game">Electronic handheld</a></li></ul></li>
<li><a href="/wiki/Online_game" title="Online game">Online game</a>
<ul><li><a href="/wiki/Browser_game" title="Browser game">Browser game</a></li>
<li><a href="/wiki/Social-network_game" class="mw-redirect" title="Social-network game">Social-network game</a></li></ul></li>
<li><a href="/wiki/Mobile_gaming" class="mw-redirect" title="Mobile gaming">Mobile game</a></li>
<li><a href="/wiki/PC_game" title="PC game">PC game</a>
<ul><li><a href="/wiki/Linux_gaming" class="mw-redirect" title="Linux gaming">Linux</a></li>
<li><a href="/wiki/Mac_gaming" title="Mac gaming">Mac</a></li></ul></li>
<li><a href="/wiki/Virtual_reality_game" title="Virtual reality game">Virtual reality game</a></li></ul></div></div></td>
</tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="background:transparent;border-top:1px solid #aaa;text-align:center"><a href="/wiki/Video_game_genre" title="Video game genre">Genres</a></div><div class="sidebar-list-content mw-collapsible-content hlist">
<ul><li><a href="/wiki/Action_game" title="Action game">Action</a>
<ul><li><a href="/wiki/Beat_%27em_up" title="Beat 'em up">Beat 'em up</a>
<ul><li><a href="/wiki/Hack_and_slash" title="Hack and slash">Hack and slash</a></li></ul></li>
<li><a href="/wiki/Fighting_game" title="Fighting game">Fighting</a></li>
<li><a href="/wiki/Platform_game" class="mw-redirect" title="Platform game">Platform</a></li>
<li><a href="/wiki/Shooter_game" title="Shooter game">Shooter</a></li>
<li><a href="/wiki/Survival_game" title="Survival game">Survival</a></li>
<li><a href="/wiki/Battle_royale_game" title="Battle royale game">Battle royale</a></li></ul></li>
<li><a href="/wiki/Action-adventure_game" title="Action-adventure game">Action-adventure</a>
<ul><li><a href="/wiki/Stealth_game" title="Stealth game">Stealth</a></li></ul></li>
<li><a href="/wiki/Adventure_game" title="Adventure game">Adventure</a>
<ul><li><a href="/wiki/Interactive_fiction" title="Interactive fiction">Interactive fiction</a></li>
<li><a href="/wiki/Interactive_film" title="Interactive film">Interactive movie</a></li>
<li><a href="/wiki/Visual_novel" title="Visual novel">Visual novel</a></li></ul></li>
<li><a href="/wiki/Gacha_game" title="Gacha game">Gacha</a></li>
<li><a href="/wiki/Horror_game" title="Horror game">Horror</a>
<ul><li><a href="/wiki/Survival_horror" title="Survival horror">Survival horror</a></li></ul></li>
<li><a href="/wiki/Licensed_game" title="Licensed game">Licensed</a></li>
<li><a href="/wiki/Masocore" title="Masocore">Masocore</a></li>
<li><a href="/wiki/Massively_multiplayer_online_game" title="Massively multiplayer online game">Massively multiplayer online</a></li>
<li><a href="/wiki/Role-playing_video_game" title="Role-playing video game">Role-playing</a>
<ul><li><a href="/wiki/Action_role-playing_game" title="Action role-playing game">Action role-playing</a></li>
<li><a href="/wiki/Tactical_role-playing_game" title="Tactical role-playing game">Tactical role-playing</a></li></ul></li>
<li><a href="/wiki/Science_fiction_video_game" title="Science fiction video game">Sci-fi</a></li>
<li><a href="/wiki/Simulation_video_game" title="Simulation video game">Simulation</a>
<ul><li><a href="/wiki/Construction_and_management_simulation" title="Construction and management simulation">Construction and management</a></li>
<li><a href="/wiki/Life_simulation_game" title="Life simulation game">Life simulation</a></li>
<li><a href="/wiki/Sports_video_game" title="Sports video game">Sports</a></li>
<li><a href="/wiki/Vehicle_simulation_game" title="Vehicle simulation game">Vehicle</a></li></ul></li>
<li><a href="/wiki/Strategy_video_game" title="Strategy video game">Strategy</a>
<ul><li><a href="/wiki/4X" title="4X">4X</a></li>
<li><a href="/wiki/Auto_battler" title="Auto battler">Auto battler</a></li>
<li><a href="/wiki/Multiplayer_online_battle_arena" title="Multiplayer online battle arena">Multiplayer online battle arena</a></li>
<li><a href="/wiki/Real-time_strategy" title="Real-time strategy">Real-time strategy</a></li>
<li><a href="/wiki/Real-time_tactics" title="Real-time tactics">Real-time tactics</a></li>
<li><a href="/wiki/Tower_defense" title="Tower defense">Tower defense</a></li>
<li><a href="/wiki/Turn-based_strategy" title="Turn-based strategy">Turn-based strategy</a></li>
<li><a href="/wiki/Turn-based_tactics" title="Turn-based tactics">Turn-based tactics</a></li></ul></li>
<li><a href="/wiki/Cozy_game" title="Cozy game">Cozy game</a></li></ul></div></div></td>
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<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="background:transparent;border-top:1px solid #aaa;text-align:center"><a href="/wiki/Lists_of_video_games" title="Lists of video games">Lists</a></div><div class="sidebar-list-content mw-collapsible-content hlist">
<ul><li><a href="/wiki/List_of_arcade_video_games" title="List of arcade video games">Arcade games</a>
<ul><li><a href="/wiki/Arcade_video_game#Highest-grossing" title="Arcade video game">highest-grossing</a></li></ul></li>
<li><a href="/wiki/List_of_best-selling_video_games" title="List of best-selling video games">Best-selling games</a>
<ul><li><a href="/wiki/List_of_best-selling_video_game_franchises" title="List of best-selling video game franchises">franchises</a></li></ul></li>
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<ul><li><a href="/wiki/List_of_Game_of_the_Year_awards" title="List of Game of the Year awards">Game of the Year</a></li>
<li><a href="/wiki/List_of_video_game_soundtracks_considered_the_best" title="List of video game soundtracks considered the best">soundtracks</a></li></ul></li>
<li><a href="/wiki/List_of_video_games_notable_for_negative_reception" title="List of video games notable for negative reception">Negative reception</a></li>
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<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="background:transparent;border-top:1px solid #aaa;text-align:center"><a href="/wiki/Video_game_development" title="Video game development">Development</a></div><div class="sidebar-list-content mw-collapsible-content hlist">
<ul><li><a href="/wiki/Artificial_intelligence_in_video_games" title="Artificial intelligence in video games">Game AI</a></li>
<li><a href="/wiki/Game_design" title="Game design">Game design</a>
<ul><li><a href="/wiki/Video_game_design" title="Video game design">Video game design</a></li>
<li><a href="/wiki/Interaction_design" title="Interaction design">Interaction</a></li></ul></li>
<li><a href="/wiki/Video_game_programming" title="Video game programming">Programming</a></li>
<li><a href="/wiki/Video_game_art" title="Video game art">Art</a></li>
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<div class="side-box-text plainlist">Look up <i><b><a href="https://en.wiktionary.org/wiki/Special:Search/gameplay" class="extiw" title="wiktionary:Special:Search/gameplay">gameplay</a></b></i> in Wiktionary, the free dictionary.</div></div>
</div>
<p><b>Gameplay</b> is the specific way in which players fortnite with a <a href="/wiki/Game" title="Game">game</a>,<sup id="cite_ref-E_1-0" class="reference"><a href="#cite_note-E-1">[1]</a></sup><sup id="cite_ref-K_2-0" class="reference"><a href="#cite_note-K-2">[2]</a></sup> and in particular with <a href="/wiki/Video_game" title="Video game">video games</a>.<sup id="cite_ref-C_3-0" class="reference"><a href="#cite_note-C-3">[3]</a></sup><sup id="cite_ref-J_4-0" class="reference"><a href="#cite_note-J-4">[4]</a></sup> Gameplay is the <a href="/wiki/Pattern" title="Pattern">pattern</a> defined through the game rules,<sup id="cite_ref-K_2-1" class="reference"><a href="#cite_note-K-2">[2]</a></sup><sup id="cite_ref-G_5-0" class="reference"><a href="#cite_note-G-5">[5]</a></sup> connection between player and the game,<sup id="cite_ref-I_6-0" class="reference"><a href="#cite_note-I-6">[6]</a></sup> challenges<sup id="cite_ref-A_7-0" class="reference"><a href="#cite_note-A-7">[7]</a></sup> and overcoming them,<sup id="cite_ref-H_8-0" class="reference"><a href="#cite_note-H-8">[8]</a></sup> plot<sup id="cite_ref-B_9-0" class="reference"><a href="#cite_note-B-9">[9]</a></sup> and player's connection with it.<sup id="cite_ref-I_6-1" class="reference"><a href="#cite_note-I-6">[6]</a></sup> Video game gameplay is distinct from graphics<sup id="cite_ref-B_9-1" class="reference"><a href="#cite_note-B-9">[9]</a></sup><sup id="cite_ref-D_10-0" class="reference"><a href="#cite_note-D-10">[10]</a></sup> and audio elements.<sup id="cite_ref-B_9-2" class="reference"><a href="#cite_note-B-9">[9]</a></sup> In card games, the equivalent term is <b>play</b>.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13">[a]</a></sup>
</p>
<div id="toc" class="toc" role="navigation" aria-labelledby="mw-toc-heading"><input type="checkbox" role="button" id="toctogglecheckbox" class="toctogglecheckbox" style="display:none" /><div class="toctitle" lang="en" dir="ltr"><h2 id="mw-toc-heading">Contents</h2><span class="toctogglespan"><label class="toctogglelabel" for="toctogglecheckbox"></label></span></div>
<ul>
<li class="toclevel-1 tocsection-1"><a href="#Overview"><span class="tocnumber">1</span> <span class="toctext">Overview</span></a></li>
<li class="toclevel-1 tocsection-2"><a href="#Types"><span class="tocnumber">2</span> <span class="toctext">Types</span></a></li>
<li class="toclevel-1 tocsection-3"><a href="#Ambiguity_in_definition"><span class="tocnumber">3</span> <span class="toctext">Ambiguity in definition</span></a></li>
<li class="toclevel-1 tocsection-4"><a href="#Playability"><span class="tocnumber">4</span> <span class="toctext">Playability</span></a>
<ul>
<li class="toclevel-2 tocsection-5"><a href="#Playability's_facets"><span class="tocnumber">4.1</span> <span class="toctext">Playability's facets</span></a></li>
</ul>
</li>
<li class="toclevel-1 tocsection-6"><a href="#See_also"><span class="tocnumber">5</span> <span class="toctext">See also</span></a></li>
<li class="toclevel-1 tocsection-7"><a href="#Footnotes"><span class="tocnumber">6</span> <span class="toctext">Footnotes</span></a></li>
<li class="toclevel-1 tocsection-8"><a href="#References"><span class="tocnumber">7</span> <span class="toctext">References</span></a></li>
<li class="toclevel-1 tocsection-9"><a href="#Further_reading_on_playability"><span class="tocnumber">8</span> <span class="toctext">Further reading on playability</span></a></li>
</ul>
</div>
<h2><span class="mw-headline" id="Overview">Overview</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=1" title="Edit section: Overview"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
<figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Edge_(video_game)_edge_time,_animated.gif" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/c/c9/Edge_%28video_game%29_edge_time%2C_animated.gif/220px-Edge_%28video_game%29_edge_time%2C_animated.gif" decoding="async" width="220" height="293" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/c/c9/Edge_%28video_game%29_edge_time%2C_animated.gif 1.5x" data-file-width="240" data-file-height="320" /></a><figcaption>A gameplay of an early version of the puzzle game <i><a href="/wiki/Edge_(video_game)" title="Edge (video game)">Edge</a></i></figcaption></figure>
<p>Arising alongside <a href="/wiki/Game_development" class="mw-redirect" title="Game development">video game development</a> in the 1980s, the term <i>gameplay</i> was used solely within the context of <a href="/wiki/Video_game" title="Video game">video games</a>, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. <a href="/wiki/Game_mechanics" title="Game mechanics">Game mechanics</a>, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor <i>game mechanics</i> specifically to avoid <i>gameplay</i> since the latter is too vague.<sup id="cite_ref-The_Stupidest_Word_in_Videogames_14-0" class="reference"><a href="#cite_note-The_Stupidest_Word_in_Videogames-14">[13]</a></sup> The word is sometimes misapplied to card games where, however, the usual term is "<a href="/wiki/Rules_of_play_(cards)" class="mw-redirect" title="Rules of play (cards)">play</a>" and refers to the way the cards are played out in accordance with the rules (as opposed to other aspects such as dealing or bidding).
</p>
<h2><span class="mw-headline" id="Types">Types</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=2" title="Edit section: Types"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
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<p>There are 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.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15">[14]</a></sup> In video games gameplay can be divided into several types. For example, <i><a href="/wiki/Cooperative_video_game" title="Cooperative video game">cooperative gameplay</a></i> involves two or more players playing on a team. Another example is <i>twitch gameplay</i> which is based around testing a player's reaction times and precision, maybe in <a href="/wiki/Rhythm_games" class="mw-redirect" title="Rhythm games">rhythm games</a> or <a href="/wiki/First-person_shooters" class="mw-redirect" title="First-person shooters">first-person shooters</a>.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">[<i><a href="/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (June 2020)">citation needed</span></a></i>]</sup> Various gameplay types are listed below.
</p>
<ul><li><a href="/wiki/Asymmetric_video_game" class="mw-redirect" title="Asymmetric video game">Asymmetric video game</a></li>
<li><a href="/wiki/Cooperative_video_game" title="Cooperative video game">Cooperative video game</a></li>
<li><a href="/wiki/Emergent_gameplay" title="Emergent gameplay">Emergent gameplay</a></li>
<li><a href="/wiki/Nonlinear_gameplay" title="Nonlinear gameplay">Nonlinear gameplay</a></li></ul>
<h2><span class="mw-headline" id="Ambiguity_in_definition">Ambiguity in definition</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=3" title="Edit section: Ambiguity in definition"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
<p>The term <i>gameplay</i> can be quite ambiguous to define; thus, it has been differently defined by different authors.
</p><p>For instance:
</p>
<ul><li>"A series of interesting choices." -<a href="/wiki/Sid_Meier" title="Sid Meier">Sid Meier</a><sup id="cite_ref-16" class="reference"><a href="#cite_note-16">[15]</a></sup></li>
<li>"The structures of player interaction with the game system and with other players in the game."<sup id="cite_ref-17" class="reference"><a href="#cite_note-17">[16]</a></sup></li>
<li>"One or more causally linked series of challenges in a simulated environment."<sup id="cite_ref-18" class="reference"><a href="#cite_note-18">[17]</a></sup></li>
<li>"A good game is one that you can win by doing the unexpected and making it work."<sup id="cite_ref-19" class="reference"><a href="#cite_note-19">[18]</a></sup></li>
<li>"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."<sup id="cite_ref-C_3-1" class="reference"><a href="#cite_note-C-3">[3]</a></sup></li>
<li>"Gameplay here is seen as the interactive gaming process of the player with the game."<sup id="cite_ref-nackeDiGRA_20-0" class="reference"><a href="#cite_note-nackeDiGRA-20">[19]</a></sup></li></ul>
<h2><span class="mw-headline" id="Playability">Playability</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=4" title="Edit section: Playability"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
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<p>Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay.<sup id="cite_ref-21" class="reference"><a href="#cite_note-21">[20]</a></sup> Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming."<sup id="cite_ref-nackeDiGRA_20-1" class="reference"><a href="#cite_note-nackeDiGRA-20">[19]</a></sup> This is not to be confused with the ability to control (or play) characters in multi-character games such as <a href="/wiki/Role_playing_game" class="mw-redirect" title="Role playing game">role playing games</a> or <a href="/wiki/Fighting_game" title="Fighting game">fighting games</a>, or factions in <a href="/wiki/Real-time_strategy" title="Real-time strategy">real-time strategy</a> games.
</p><p>Playability is defined as a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment by being credible and satisfying when the player plays alone or in the company of others. Playability is characterized by different attributes and properties to measure the <a href="/wiki/Video_game" title="Video game">video game</a> <a href="/w/index.php?title=Player_experience&action=edit&redlink=1" class="new" title="Player experience (page does not exist)">player experience</a>.<sup id="cite_ref-Gonzalez2012_22-0" class="reference"><a href="#cite_note-Gonzalez2012-22">[21]</a></sup>
</p>
<ul><li><b>Satisfaction:</b> the degree of gratification or pleasure of the player for completing a video game or some aspect like mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures influencing the satisfaction for specific game elements: characters, virtual world, challenges, and so on.</li>
<li><b>Learning:</b> the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but <a href="/wiki/Gamer" title="Gamer">gamers</a> can use the learning curve in video games according to the game's nature. For example, on the one hand, gamers can demand great initial abilities before playing, or training them harshly in the first phases of the game, to help players understand and dominate all the game rules and resources and use them from the beginning. On the other hand, players can learn step by step in a guided way when they need some ability in the video game.</li>
<li><b>Efficiency:</b> the necessary time and resources to offer fun and entertainment to players while achieving the different game objectives and reaching the final goal. An efficient video game can catch the player's attention immediately and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game.</li>
<li><b>Immersion:</b> the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome them.</li>
<li><b>Motivation:</b> the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have resources to ensure the player's perseverance in the performed actions to overcome the game challenges. This means providing different factors to ensure positive reception in the interpretation of the game process, keeping the player focused on the proposed challenges, showing the relevance of the objectives to reach, and rewards for challenges to keep the player confident and motivated. The player should feel satisfied after receiving the reward or after completing the challenge.</li>
<li><b>Emotion:</b> the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to cultivate the best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness... using the game challenges, story, aesthetic, appearance, or the music compositions that are capable of affecting the player.</li>
<li><b>Socialization:</b> the degree of the game attributes, elements and resources that promote the social factor of the game experience in a group. This kind of experience provokes appreciating the video game differently, thanks to the relations established with other players or with other characters of the game that help the player resolve the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thanks to their interaction. In addition to this, socialization also is present in how the social connections that players have are projected with the group in the characters of the video game and the context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor, it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges.</li></ul>
<h3><span id="Playability.27s_facets"></span><span class="mw-headline" id="Playability's_facets">Playability's facets</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=5" title="Edit section: Playability's facets"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h3>
<p>The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23">[22]</a></sup> The playability's facets are:
</p>
<ul><li><b>Intrinsic Playability:</b> the playability based on the video game's nature and how the player shows it. It is strongly related to the gameplay and game mechanics. We can analyze the video game design implementation in this facet, especially video game rules, goals, objectives, rhythm, and other design mechanics.</li>
<li><b>Mechanical Playability:</b> the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game.</li>
<li><b>Interactive Playability:</b> player interaction and video game user interface development, for example, interaction dialogue and game controls. This playability is easily visible in the Game Interface.</li>
<li><b>Artistic Playability:</b> the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game.</li>
<li><b>Intrapersonal Playability</b> or <b>Personal Playability</b>: the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value.</li>
<li><b>Interpersonal Playability</b> or <b>Social Playability:</b> the group consciousness and different user perceptions when the player plays with other players in a competitive, cooperative or collaborative way.</li></ul>
<p>Finally, a video game's "global" playability will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.
</p>
<h2><span class="mw-headline" id="See_also">See also</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=6" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
<ul><li><a href="/wiki/Game_development" class="mw-redirect" title="Game development">Game development</a> and <a href="/wiki/Game_design" title="Game design">Game design</a></li>
<li><a href="/wiki/Game_mechanics" title="Game mechanics">Game mechanics</a></li>
<li><a href="/wiki/Interaction_design" title="Interaction design">Interaction design</a></li>
<li><a href="/wiki/Play_(activity)" title="Play (activity)">Play (activity)</a></li>
<li><a href="/wiki/Time-keeping_systems_in_games" class="mw-redirect" title="Time-keeping systems in games">Time-keeping systems in games</a></li>
<li><a href="/wiki/Video_game_genres" class="mw-redirect" title="Video game genres">Video game genres</a></li></ul>
<h2><span class="mw-headline" id="Footnotes">Footnotes</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=7" title="Edit section: Footnotes"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
<style data-mw-deduplicate="TemplateStyles:r1217336898">.mw-parser-output .reflist{font-size:90%;margin-bottom:0.5em;list-style-type:decimal}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist reflist-lower-alpha">
<div class="mw-references-wrap"><ol class="references">
<li id="cite_note-13"><span class="mw-cite-backlink"><b><a href="#cite_ref-13">^</a></b></span> <span class="reference-text">For examples, see Phillips (1957)<sup id="cite_ref-FOOTNOTEPhillips1957406_11-0" class="reference"><a href="#cite_note-FOOTNOTEPhillips1957406-11">[11]</a></sup> or McLeod (2022).<sup id="cite_ref-12" class="reference"><a href="#cite_note-12">[12]</a></sup></span>
</li>
</ol></div></div>
<h2><span class="mw-headline" id="References">References</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=8" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
<link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1217336898"><div class="reflist">
<div class="mw-references-wrap mw-references-columns"><ol class="references">
<li id="cite_note-E-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-E_1-0">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1215172403">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a{background-size:contain}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a{background-size:contain}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a{background-size:contain}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:#d33}.mw-parser-output .cs1-visible-error{color:#d33}.mw-parser-output .cs1-maint{display:none;color:#2C882D;margin-left:0.3em}.mw-parser-output .cs1-format{font-size:95%}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911F}html.skin-theme-clientpref-night .mw-parser-output .cs1-visible-error,html.skin-theme-clientpref-night .mw-parser-output .cs1-hidden-error{color:#f8a397}@media(prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-visible-error,html.skin-theme-clientpref-os .mw-parser-output .cs1-hidden-error{color:#f8a397}html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911F}}</style><cite id="CITEREFLindley2004" class="citation book cs1">Lindley, Craig (June 24–26, 2004). "Narrative, Game Play, and Alternative Time Structures for Virtual Environments". In Göbel, Stefan (ed.). <i>Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004</i>. Lecture Notes in Computer Science. Vol. 3105. Darmstadt, Germany: Springer. pp. 183–194. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1007%2F978-3-540-27797-2_25">10.1007/978-3-540-27797-2_25</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-3-540-22283-5" title="Special:BookSources/978-3-540-22283-5"><bdi>978-3-540-22283-5</bdi></a>. <q>.. 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 [game play 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 game play gestalts can also be identified across games, game genres, and players.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=bookitem&rft.atitle=Narrative%2C+Game+Play%2C+and+Alternative+Time+Structures+for+Virtual+Environments&rft.btitle=Technologies+for+Interactive+Digital+Storytelling+and+Entertainment%3A+Proceedings+of+TIDSE+2004&rft.place=Darmstadt%2C+Germany&rft.series=Lecture+Notes+in+Computer+Science&rft.pages=183-194&rft.pub=Springer&rft.date=2004-06-24%2F2004-06-26&rft_id=info%3Adoi%2F10.1007%2F978-3-540-27797-2_25&rft.isbn=978-3-540-22283-5&rft.aulast=Lindley&rft.aufirst=Craig&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-K-2"><span class="mw-cite-backlink">^ <a href="#cite_ref-K_2-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-K_2-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFSalenZimmerman2004" class="citation book cs1">Salen, Katie; Zimmerman, Eric (2004). <span class="id-lock-limited" title="Free access subject to limited trial, subscription normally required"><a rel="nofollow" class="external text" href="https://archive.org/details/rulesplaygamedes00sale"><i>Rules of Play: Game Design Fundamentals</i></a></span>. Cambridge, Massachusetts: The MIT Press. p. <a rel="nofollow" class="external text" href="https://archive.org/details/rulesplaygamedes00sale/page/n24">3</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-262-24045-1" title="Special:BookSources/978-0-262-24045-1"><bdi>978-0-262-24045-1</bdi></a>. <q>Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Rules+of+Play%3A+Game+Design+Fundamentals&rft.place=Cambridge%2C+Massachusetts&rft.pages=3&rft.pub=The+MIT+Press&rft.date=2004&rft.isbn=978-0-262-24045-1&rft.aulast=Salen&rft.aufirst=Katie&rft.au=Zimmerman%2C+Eric&rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Frulesplaygamedes00sale&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
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<li id="cite_note-C-3"><span class="mw-cite-backlink">^ <a href="#cite_ref-C_3-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-C_3-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFLindleyNackeSennersten2008" class="citation book cs1">Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument"><i>Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay</i></a>. Wolverhampton, UK: University of Wolverhampton. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-9549016-6-0" title="Special:BookSources/978-0-9549016-6-0"><bdi>978-0-9549016-6-0</bdi></a>. Archived from <a rel="nofollow" class="external text" href="http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument">the original</a> on 2015-09-23<span class="reference-accessdate">. Retrieved <span class="nowrap">2010-10-04</span></span>. <q>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</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Dissecting+Play+%E2%80%93+Investigating+the+Cognitive+and+Emotional+Motivations+and+Affects+of+Computer+Gameplay&rft.place=Wolverhampton%2C+UK&rft.pub=University+of+Wolverhampton&rft.date=2008-11-03%2F2008-11-05&rft.isbn=978-0-9549016-6-0&rft.aulast=Lindley&rft.aufirst=Craig&rft.au=Nacke%2C+Lennart&rft.au=Sennersten%2C+Charlotte&rft_id=http%3A%2F%2Fwww.bth.se%2Ffou%2Fforskinfo.nsf%2F8ea71836fbadac09c125733300214ab9%2Ff336e780df204cf4c125753d003d3b45%21OpenDocument&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span> <span class="cs1-visible-error citation-comment"><code class="cs1-code">{{<a href="/wiki/Template:Cite_book" title="Template:Cite book">cite book</a>}}</code>: </span><span class="cs1-visible-error citation-comment"><code class="cs1-code">|journal=</code> ignored (<a href="/wiki/Help:CS1_errors#periodical_ignored" title="Help:CS1 errors">help</a>)</span></span>
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<li id="cite_note-J-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-J_4-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFTavinor2009" class="citation book cs1">Tavinor, Grant (October 5, 2009). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=LM3hnwGb8xUC&q=Gameplay&pg=PA86"><i>The Art of Videogames</i></a>. Wiley-Blackwell. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-4051-8788-6" title="Special:BookSources/978-1-4051-8788-6"><bdi>978-1-4051-8788-6</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay">Archived</a> from the original on February 23, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">September 23,</span> 2016</span>. <q>[T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=The+Art+of+Videogames&rft.pub=Wiley-Blackwell&rft.date=2009-10-05&rft.isbn=978-1-4051-8788-6&rft.aulast=Tavinor&rft.aufirst=Grant&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DLM3hnwGb8xUC%26q%3DGameplay%26pg%3DPA86&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
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<li id="cite_note-G-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-G_5-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFEgenfeldt-NielsonSmithTosca2008" class="citation book cs1">Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (February 19, 2008). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=31XHdVXlbt0C&q=gameplay+%22how+it+feels+to+play+a+game%22&pg=PA101"><i>Understanding Video Games: The Essential Introduction</i></a>. Routledge. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-415-97721-0" title="Special:BookSources/978-0-415-97721-0"><bdi>978-0-415-97721-0</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22">Archived</a> from the original on February 23, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">September 23,</span> 2016</span>. <q>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.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Understanding+Video+Games%3A+The+Essential+Introduction&rft.pub=Routledge&rft.date=2008-02-19&rft.isbn=978-0-415-97721-0&rft.aulast=Egenfeldt-Nielson&rft.aufirst=Simon&rft.au=Smith%2C+Jonas+Heide&rft.au=Tosca%2C+Susana+Pajares&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3D31XHdVXlbt0C%26q%3Dgameplay%2B%2522how%2Bit%2Bfeels%2Bto%2Bplay%2Ba%2Bgame%2522%26pg%3DPA101&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
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<li id="cite_note-I-6"><span class="mw-cite-backlink">^ <a href="#cite_ref-I_6-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-I_6-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFLaramée2002" class="citation book cs1">Laramée, François Dominic (June 15, 2002). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=T9kS82J5LG0C&q=%22gameplay&pg=PA70"><i>Game Design Perspectives</i></a>. Charles River Media. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-58450-090-2" title="Special:BookSources/978-1-58450-090-2"><bdi>978-1-58450-090-2</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay">Archived</a> from the original on February 23, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">September 23,</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Game+Design+Perspectives&rft.pub=Charles+River+Media&rft.date=2002-06-15&rft.isbn=978-1-58450-090-2&rft.aulast=Laram%C3%A9e&rft.aufirst=Fran%C3%A7ois+Dominic&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3DT9kS82J5LG0C%26q%3D%2522gameplay%26pg%3DPA70&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-A-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-A_7-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="AdRol" class="citation book cs1">Adams, Ernest; Rollings, Andrew (2003). <i>Andrew Rollings and Ernest Adams on game design</i>. New Riders Publishing. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-59273-001-8" title="Special:BookSources/978-1-59273-001-8"><bdi>978-1-59273-001-8</bdi></a>. <q>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, ..</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Andrew+Rollings+and+Ernest+Adams+on+game+design&rft.pub=New+Riders+Publishing&rft.date=2003&rft.isbn=978-1-59273-001-8&rft.aulast=Adams&rft.aufirst=Ernest&rft.au=Rollings%2C+Andrew&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-H-8"><span class="mw-cite-backlink"><b><a href="#cite_ref-H_8-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFAdams2006" class="citation book cs1">Adams, Ernest (September 23, 2006). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251"><i>Fundamentals of Game Design</i></a>. Prentice Hall. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-13-168747-9" title="Special:BookSources/978-0-13-168747-9"><bdi>978-0-13-168747-9</bdi></a>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q=">Archived</a> from the original on February 23, 2017<span class="reference-accessdate">. Retrieved <span class="nowrap">September 23,</span> 2016</span>. <q>.. 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.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Fundamentals+of+Game+Design&rft.pub=Prentice+Hall&rft.date=2006-09-23&rft.isbn=978-0-13-168747-9&rft.aulast=Adams&rft.aufirst=Ernest&rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3D-BCrex2U1XMC%26pg%3DPA251&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-B-9"><span class="mw-cite-backlink">^ <a href="#cite_ref-B_9-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-B_9-1"><sup><i><b>b</b></i></sup></a> <a href="#cite_ref-B_9-2"><sup><i><b>c</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite class="citation book cs1"><i>Concise Oxford English Dictionary</i> (11, Revised ed.). Oxford University Press, US. August 11, 2008. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-19-954841-5" title="Special:BookSources/978-0-19-954841-5"><bdi>978-0-19-954841-5</bdi></a>. <q>gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Concise+Oxford+English+Dictionary&rft.edition=11%2C+Revised&rft.pub=Oxford+University+Press%2C+US&rft.date=2008-08-11&rft.isbn=978-0-19-954841-5&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-D-10"><span class="mw-cite-backlink"><b><a href="#cite_ref-D_10-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="Oxland" class="citation book cs1">Oxland, Kevin (2004). <i>Gameplay and design</i>. Addison Wesley. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-321-20467-7" title="Special:BookSources/978-0-321-20467-7"><bdi>978-0-321-20467-7</bdi></a>. <q>.. 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.</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Gameplay+and+design&rft.pub=Addison+Wesley&rft.date=2004&rft.isbn=978-0-321-20467-7&rft.aulast=Oxland&rft.aufirst=Kevin&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-FOOTNOTEPhillips1957406-11"><span class="mw-cite-backlink"><b><a href="#cite_ref-FOOTNOTEPhillips1957406_11-0">^</a></b></span> <span class="reference-text"><a href="#CITEREFPhillips1957">Phillips 1957</a>, p. 406.</span>
</li>
<li id="cite_note-12"><span class="mw-cite-backlink"><b><a href="#cite_ref-12">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFMcLeod2022" class="citation web cs1">McLeod, John (9 April 2022). <a rel="nofollow" class="external text" href="https://www.pagat.com/class/">"Classified Index of Card Games"</a>. <i><a href="/wiki/Pagat.com" title="Pagat.com">pagat.com</a></i>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=unknown&rft.jtitle=pagat.com&rft.atitle=Classified+Index+of+Card+Games&rft.date=2022-04-09&rft.aulast=McLeod&rft.aufirst=John&rft_id=https%3A%2F%2Fwww.pagat.com%2Fclass%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-The_Stupidest_Word_in_Videogames-14"><span class="mw-cite-backlink"><b><a href="#cite_ref-The_Stupidest_Word_in_Videogames_14-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFKierkegaard2012" class="citation book cs1">Kierkegaard, Alex (2012). <i>Videogame Culture: Volume 1</i>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Videogame+Culture%3A+Volume+1&rft.date=2012&rft.aulast=Kierkegaard&rft.aufirst=Alex&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-15"><span class="mw-cite-backlink"><b><a href="#cite_ref-15">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFFrasca2003" class="citation journal cs1">Frasca, G (2003). "Simulation versus narrative: introduction to ludology". <i>The Videogame Theory Reader</i>: 221.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=The+Videogame+Theory+Reader&rft.atitle=Simulation+versus+narrative%3A+introduction+to+ludology&rft.pages=221&rft.date=2003&rft.aulast=Frasca&rft.aufirst=G&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-16"><span class="mw-cite-backlink"><b><a href="#cite_ref-16">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFRollingsMorris1999" class="citation book cs1">Rollings, Andrew; Morris, Dave (1999). <a rel="nofollow" class="external text" href="https://archive.org/details/gamearchitecture0000roll/page/38"><i>Game Architecture and Design</i></a>. Coriolis Group Books. p. <a rel="nofollow" class="external text" href="https://archive.org/details/gamearchitecture0000roll/page/38">38</a>. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-57610-425-5" title="Special:BookSources/978-1-57610-425-5"><bdi>978-1-57610-425-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Game+Architecture+and+Design&rft.pages=38&rft.pub=Coriolis+Group+Books&rft.date=1999&rft.isbn=978-1-57610-425-5&rft.aulast=Rollings&rft.aufirst=Andrew&rft.au=Morris%2C+Dave&rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fgamearchitecture0000roll%2Fpage%2F38&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-17"><span class="mw-cite-backlink"><b><a href="#cite_ref-17">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFBjörkHolopainen2005" class="citation book cs1">Björk, Staffan; Holopainen, Jussi (2005). <i>Patterns in Game Design</i>. Charles River Media. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-58450-354-5" title="Special:BookSources/978-1-58450-354-5"><bdi>978-1-58450-354-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Patterns+in+Game+Design&rft.pub=Charles+River+Media&rft.date=2005&rft.isbn=978-1-58450-354-5&rft.aulast=Bj%C3%B6rk&rft.aufirst=Staffan&rft.au=Holopainen%2C+Jussi&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-18"><span class="mw-cite-backlink"><b><a href="#cite_ref-18">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="AdRol" class="citation book cs1">Adams, Ernest; Rollings, Andrew (2003). <i>Andrew Rollings and Ernest Adams on game design</i>. New Riders Publishing. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-1-59273-001-8" title="Special:BookSources/978-1-59273-001-8"><bdi>978-1-59273-001-8</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Andrew+Rollings+and+Ernest+Adams+on+game+design&rft.pub=New+Riders+Publishing&rft.date=2003&rft.isbn=978-1-59273-001-8&rft.aulast=Adams&rft.aufirst=Ernest&rft.au=Rollings%2C+Andrew&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-19"><span class="mw-cite-backlink"><b><a href="#cite_ref-19">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFRollingsMorris2000" class="citation book cs1">Rollings, Andrew; Morris, Dave (2000). <span class="id-lock-registration" title="Free registration required"><a rel="nofollow" class="external text" href="https://archive.org/details/gamearchitecture0000roll_m1o4"><i>Game Architecture and Design</i></a></span>. New Riders Games. <a href="/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <a href="/wiki/Special:BookSources/978-0-7357-1363-5" title="Special:BookSources/978-0-7357-1363-5"><bdi>978-0-7357-1363-5</bdi></a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Game+Architecture+and+Design&rft.pub=New+Riders+Games&rft.date=2000&rft.isbn=978-0-7357-1363-5&rft.aulast=Rollings&rft.aufirst=Andrew&rft.au=Morris%2C+Dave&rft_id=https%3A%2F%2Farchive.org%2Fdetails%2Fgamearchitecture0000roll_m1o4&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-nackeDiGRA-20"><span class="mw-cite-backlink">^ <a href="#cite_ref-nackeDiGRA_20-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-nackeDiGRA_20-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFNackeDrachenKuikkaniemiNiesenhaus2009" class="citation journal cs1">Nacke, Lennart E.; Drachen, Anders; Kuikkaniemi, Kai; Niesenhaus, Joerg; Korhonen, Hannu; van den Hoogen, Wouter; Poels, Karolien; IJsselsteijn, Wijnand; et al. (September 1, 2009). <a rel="nofollow" class="external text" href="http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/09287.44170.pdf">"Playability and Player Experience Research"</a> <span class="cs1-format">(PDF)</span>. <i>Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory</i>. <a rel="nofollow" class="external text" href="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">Archived</a> <span class="cs1-format">(PDF)</span> from the original on November 12, 2011<span class="reference-accessdate">. Retrieved <span class="nowrap">May 15,</span> 2019</span>. <q><i>playability</i> is the evaluative process directed toward games, whereas <i>player experience</i> is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)</q></cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Proceedings+of+DiGRA+2009%3A+Breaking+New+Ground%3A+Innovation+in+Games%2C+Play%2C+Practice+and+Theory&rft.atitle=Playability+and+Player+Experience+Research&rft.date=2009-09-01&rft.aulast=Nacke&rft.aufirst=Lennart+E.&rft.au=Drachen%2C+Anders&rft.au=Kuikkaniemi%2C+Kai&rft.au=Niesenhaus%2C+Joerg&rft.au=Korhonen%2C+Hannu&rft.au=van+den+Hoogen%2C+Wouter&rft.au=Poels%2C+Karolien&rft.au=IJsselsteijn%2C+Wijnand&rft.au=de+Kort%2C+Yvonne&rft_id=http%3A%2F%2Fwww.digra.org%2Fdl%2Fdisplay_html%3Fchid%3Dhttp%3A%2F%2Fwww.digra.org%2Fdl%2Fdb%2F09287.44170.pdf&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-21"><span class="mw-cite-backlink"><b><a href="#cite_ref-21">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="http://www.usabilityfirst.com/glossary/term_657.txl">Usability First: Usability Glossary: playability</a> <a rel="nofollow" class="external text" href="https://web.archive.org/web/20091018082237/http://www.usabilityfirst.com/glossary/term_657.txl">Archived</a> 2009-10-18 at the <a href="/wiki/Wayback_Machine" title="Wayback Machine">Wayback Machine</a></span>
</li>
<li id="cite_note-Gonzalez2012-22"><span class="mw-cite-backlink"><b><a href="#cite_ref-Gonzalez2012_22-0">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFGonzález_SánchezGutiérrez_Vela,_F.L.Montero_Simarro,_F.Padilla-Zea,_N.2012" class="citation journal cs1">González Sánchez, J. L.; Gutiérrez Vela, F.L.; Montero Simarro, F.; Padilla-Zea, N. (31 Aug 2012). "Playability: analysing user experience in video games". <i>Behaviour & Information Technology</i>. <b>31</b> (10): 1033–1054. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1080%2F0144929X.2012.710648">10.1080/0144929X.2012.710648</a>. <a href="/wiki/S2CID_(identifier)" class="mw-redirect" title="S2CID (identifier)">S2CID</a> <a rel="nofollow" class="external text" href="https://api.semanticscholar.org/CorpusID:7073571">7073571</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Behaviour+%26+Information+Technology&rft.atitle=Playability%3A+analysing+user+experience+in+video+games&rft.volume=31&rft.issue=10&rft.pages=1033-1054&rft.date=2012-08-31&rft_id=info%3Adoi%2F10.1080%2F0144929X.2012.710648&rft_id=https%3A%2F%2Fapi.semanticscholar.org%2FCorpusID%3A7073571%23id-name%3DS2CID&rft.aulast=Gonz%C3%A1lez+S%C3%A1nchez&rft.aufirst=J.+L.&rft.au=Guti%C3%A9rrez+Vela%2C+F.L.&rft.au=Montero+Simarro%2C+F.&rft.au=Padilla-Zea%2C+N.&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></span>
</li>
<li id="cite_note-23"><span class="mw-cite-backlink"><b><a href="#cite_ref-23">^</a></b></span> <span class="reference-text">Stanford Ontology Library <a rel="nofollow" class="external text" href="http://lsi.ugr.es/joseluisgs/videojuegos.owl">Video game's Elements Ontology</a> <a rel="nofollow" class="external text" href="https://web.archive.org/web/20100603184631/http://lsi.ugr.es/joseluisgs/videojuegos.owl">Archived</a> 2010-06-03 at the <a href="/wiki/Wayback_Machine" title="Wayback Machine">Wayback Machine</a>: A video game's elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.</span>
</li>
</ol></div></div>
<h2><span class="mw-headline" id="Further_reading_on_playability">Further reading on playability</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Gameplay&action=edit&section=9" title="Edit section: Further reading on playability"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></h2>
<ul><li>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. <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1145%2F985921.986102">10.1145/985921.986102</a></li>
<li>Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311–368. <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1207%2FS15327051HCI1704_1">10.1207/S15327051HCI1704_1</a></li>
<li>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.</li>
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<li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1215172403"><cite id="CITEREFPhillips1957" class="citation book cs1"><a href="/wiki/Hubert_Phillips" title="Hubert Phillips">Phillips, Hubert</a>, ed. (1957). <i>Culbertson's Card Games Complete</i>. Watford: Arco.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=book&rft.btitle=Culbertson%27s+Card+Games+Complete&rft.place=Watford&rft.pub=Arco&rft.date=1957&rfr_id=info%3Asid%2Fen.wikipedia.org%3AGameplay" class="Z3988"></span></li></ul></div>' |
Whether or not the change was made through a Tor exit node (tor_exit_node ) | false |
Unix timestamp of change (timestamp ) | '1714409925' |