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Gameplay

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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.
929:.. 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 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. 508: 631: 42: 455: 751:
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.
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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
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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
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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. Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming."
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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,
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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
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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
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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
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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
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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. The
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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
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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,
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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
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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
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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. In video games gameplay can be divided into several types. For example,
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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.
1230:.. 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. .. he essence of gameplay remains the relationship between the challenges and the actions available to surmount them. 782:
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
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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.
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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.
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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.
1288:.. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art. 1668:
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.
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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.
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defined through the game rules, connection between player and the game, challenges and overcoming them, and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is
613:"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." 479:, 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. 1012:
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
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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.
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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
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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.
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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.
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Nacke, Lennart E.; Drachen, Anders; Kuikkaniemi, Kai; Niesenhaus, Joerg; Korhonen, Hannu; van den Hoogen, Wouter; Poels, Karolien; IJsselsteijn, Wijnand; et al. (September 1, 2009).
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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.
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is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)
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player interaction and video game user interface development, for example, interaction dialogue and game controls. This playability is easily visible in the Game Interface.
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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.
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González Sánchez, J. L.; Gutiérrez Vela, F.L.; Montero Simarro, F.; Padilla-Zea, N. (31 Aug 2012). "Playability: analysing user experience in video games".
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intrigue, curiosity, sadness... using the game challenges, story, aesthetic, appearance, or the music compositions that are capable of affecting the player.
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Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311–368.
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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.
483:, 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 822:
the group consciousness and different user perceptions when the player plays with other players in a competitive, cooperative or collaborative way.
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Lindley, Craig (June 24–26, 2004). "Narrative, Game Play, and Alternative Time Structures for Virtual Environments". In Göbel, Stefan (ed.).
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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.
495:" 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). 259: 968:
Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.
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he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.
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gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects
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Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M. v. d., et al. (2009).
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since the latter is too vague. The word is sometimes misapplied to card games where, however, the usual term is "
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This is not to be confused with the ability to control (or play) characters in multi-character games such as
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Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay
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Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services.
909:. Lecture Notes in Computer Science. Vol. 3105. Darmstadt, Germany: Springer. pp. 183–194. 406: 31: 1031: 1670: 334: 329: 102: 1663: 652: 200: 80: 1370: 1364: 604:"The structures of player interaction with the game system and with other players in the game." 566: 541: 519: 358: 311: 1485:
Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory
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Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004
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can be quite ambiguous to define; thus, it has been differently defined by different authors.
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Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (February 19, 2008).
375: 318: 222: 119: 454: 1558: 1019: 850: 697: 576: 75: 1522: 616:"Gameplay here is seen as the interactive gaming process of the player with the game." 1453: 1424: 1399: 1374: 1277: 1249: 1207: 1176: 1139: 1094: 1052: 990: 957: 946: 918: 865: 689: 571: 460: 346: 210: 195: 65: 1610: 1600: 1562: 1550: 910: 836: 468: 380: 161: 648: 1680: 1583: 1554: 1529: 914: 855: 610:"A good game is one that you can win by doing the unexpected and making it work." 92: 549:
which is based around testing a player's reaction times and precision, maybe in
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for specific game elements: characters, virtual world, challenges, and so on.
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Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008).
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Frasca, G (2003). "Simulation versus narrative: introduction to ludology".
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involves two or more players playing on a team. Another example is
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is the evaluative process directed toward games, whereas
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emerges from the interaction among these elements, ..
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Understanding Video Games: The Essential Introduction
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is the specific way in which players interact with a
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For examples, see Phillips (1957) or McLeod (2022).
704:different attributes and properties to measure the 1445: 989:. Wolverhampton, UK: University of Wolverhampton. 458:A gameplay of an early version of the puzzle game 27:Specific way in which players interact with a game 1593: 1693: 1523:Usability First: Usability Glossary: playability 1421:Andrew Rollings and Ernest Adams on game design 1393: 1173:Andrew Rollings and Ernest Adams on game design 1443: 1362: 943: 1471: 1469: 407: 1534: 1478:"Playability and Player Experience Research" 1332: 1132:LaramĂ©e, François Dominic (June 15, 2002). 557:. Various gameplay types are listed below. 1645:Playability and Player Experience Research 1466: 1394:Björk, Staffan; Holopainen, Jussi (2005). 582: 414: 400: 675:Learn how and when to remove this message 1679: 1419:Adams, Ernest; Rollings, Andrew (2003). 1299: 1171:Adams, Ernest; Rollings, Andrew (2003). 453: 1444:Rollings, Andrew; Morris, Dave (2000). 1363:Rollings, Andrew; Morris, Dave (1999). 1131: 1044: 948:Rules of Play: Game Design Fundamentals 904: 769: 14: 1694: 1543:Behaviour & Information Technology 1494:from the original on November 12, 2011 1347: 1311: 1220:from the original on February 23, 2017 1152:from the original on February 23, 2017 1107:from the original on February 23, 2017 1065:from the original on February 23, 2017 944:Salen, Katie; Zimmerman, Eric (2004). 475:was used solely within the context of 1199: 1200:Adams, Ernest (September 23, 2006). 624: 598:"A series of interesting choices." - 502: 1240: 1238: 1127: 1125: 978: 976: 939: 937: 24: 1045:Tavinor, Grant (October 5, 2009). 25: 1718: 1265: 1246:Concise Oxford English Dictionary 1685:Culbertson's Card Games Complete 1671:doi:10.1007/978-3-642-03655-2_39 1369:. Coriolis Group Books. p.  1314:"Classified Index of Card Games" 1235: 1193: 1164: 1122: 1080: 1038: 973: 934: 898: 629: 506: 40: 1664:doi:10.1007/978-3-642-02806-9_9 1569: 1516: 1437: 1412: 1387: 1356: 1341: 1305: 878: 1594:Further reading on playability 1577:Video game's Elements Ontology 620: 13: 1: 1312:McLeod, John (9 April 2022). 891: 861:Time-keeping systems in games 1555:10.1080/0144929X.2012.710648 1448:Game Architecture and Design 1366:Game Architecture and Design 915:10.1007/978-3-540-27797-2_25 871: 7: 1639:doi:10.1145/1639601.1639609 1632:doi:10.1145/1306813.1306828 1625:doi:10.1145/1152215.1152218 1350:The Videogame Theory Reader 1335:Videogame Culture: Volume 1 1271: 1203:Fundamentals of Game Design 830: 655:the claims made and adding 449: 10: 1723: 1615:10.1207/S15327051HCI1704_1 1575:Stanford Ontology Library 1418: 1333:Kierkegaard, Alex (2012). 1170: 775:playability's facets are: 267:Longest-running franchises 29: 1423:. New Riders Publishing. 1175:. New Riders Publishing. 816:Interpersonal Playability 806:Intrapersonal Playability 433:, and in particular with 277:Games considered the best 32:Gameplay (disambiguation) 1656:Prestudy Research Report 1135:Game Design Perspectives 794:Interactive Playability: 498: 272:Most-played mobile games 1398:. Charles River Media. 1396:Patterns in Game Design 1138:. Charles River Media. 790:multiplayer video game. 787:Mechanical Playability: 583:Ambiguity in definition 471:in the 1980s, the term 1707:Video game terminology 1272:Oxland, Kevin (2004). 780:Intrinsic Playability: 567:Cooperative video game 487:specifically to avoid 469:video game development 464: 1605:10.1145/985921.986102 1048:The Art of Videogames 800:Artistic Playability: 562:Asymmetric video game 555:first-person shooters 457: 1452:. New Riders Games. 810:Personal Playability 770:Playability's facets 542:cooperative gameplay 149:Virtual reality game 30:For other uses, see 1274:Gameplay and design 1051:. Wiley-Blackwell. 820:Social Playability: 120:Social-network game 103:Electronic handheld 1582:2010-06-03 at the 1528:2009-10-18 at the 1276:. Addison Wesley. 851:Interaction design 698:real-time strategy 690:role playing games 640:possibly contains 577:Nonlinear gameplay 518:. You can help by 467:Arising alongside 465: 437:. Gameplay is the 294:Negative reception 255:Best-selling games 1702:Video game design 1549:(10): 1033–1054. 1509:player experience 1459:978-0-7357-1363-5 1430:978-1-59273-001-8 1405:978-1-58450-354-5 1380:978-1-57610-425-5 1283:978-0-321-20467-7 1255:978-0-19-954841-5 1213:978-0-13-168747-9 1206:. Prentice Hall. 1182:978-1-59273-001-8 1145:978-1-58450-090-2 1100:978-0-415-97721-0 1058:978-1-4051-8788-6 996:978-0-9549016-6-0 963:978-0-262-24045-1 924:978-3-540-22283-5 866:Video game genres 709:player experience 696:, or factions in 685: 684: 677: 642:original research 572:Emergent gameplay 536: 535: 424: 423: 66:Arcade video game 16:(Redirected from 1714: 1688: 1687:. Watford: Arco. 1681:Phillips, Hubert 1587: 1573: 1567: 1566: 1538: 1532: 1520: 1514: 1513: 1501: 1499: 1493: 1482: 1473: 1464: 1463: 1451: 1441: 1435: 1434: 1416: 1410: 1409: 1391: 1385: 1384: 1360: 1354: 1353: 1345: 1339: 1338: 1330: 1324: 1323: 1309: 1303: 1297: 1291: 1290: 1269: 1263: 1262: 1242: 1233: 1232: 1227: 1225: 1197: 1191: 1190: 1168: 1162: 1161: 1159: 1157: 1129: 1120: 1119: 1114: 1112: 1084: 1078: 1077: 1072: 1070: 1042: 1036: 1035: 1029: 1025: 1023: 1015: 1009: 1008: 999:. Archived from 980: 971: 970: 951: 941: 932: 931: 902: 885: 882: 837:Game development 680: 673: 669: 666: 660: 657:inline citations 633: 632: 625: 531: 528: 510: 503: 416: 409: 402: 282:Game of the Year 248:highest-grossing 181:Action-adventure 86:Handheld console 44: 37: 36: 21: 1722: 1721: 1717: 1716: 1715: 1713: 1712: 1711: 1692: 1691: 1596: 1591: 1590: 1584:Wayback Machine 1574: 1570: 1539: 1535: 1530:Wayback Machine 1521: 1517: 1497: 1495: 1491: 1480: 1474: 1467: 1460: 1442: 1438: 1431: 1417: 1413: 1406: 1392: 1388: 1381: 1361: 1357: 1346: 1342: 1331: 1327: 1310: 1306: 1298: 1294: 1284: 1270: 1266: 1256: 1244: 1243: 1236: 1223: 1221: 1214: 1198: 1194: 1183: 1169: 1165: 1155: 1153: 1146: 1130: 1123: 1110: 1108: 1101: 1085: 1081: 1068: 1066: 1059: 1043: 1039: 1027: 1026: 1017: 1016: 1006: 1004: 997: 981: 974: 964: 942: 935: 925: 903: 899: 894: 889: 888: 883: 879: 874: 856:Play (activity) 833: 772: 681: 670: 664: 661: 646: 634: 630: 623: 585: 547:twitch gameplay 532: 526: 523: 516:needs expansion 501: 452: 420: 391: 390: 326: 314: 304: 303: 299:Cancelled games 238: 228: 227: 164: 154: 153: 93:Electronic game 61: 35: 28: 23: 22: 15: 12: 11: 5: 1720: 1710: 1709: 1704: 1690: 1689: 1683:, ed. (1957). 1677: 1673: 1666: 1659: 1652: 1641: 1634: 1627: 1620: 1617: 1607: 1595: 1592: 1589: 1588: 1568: 1533: 1515: 1465: 1458: 1436: 1429: 1411: 1404: 1386: 1379: 1355: 1340: 1325: 1304: 1302:, p. 406. 1292: 1282: 1264: 1254: 1234: 1212: 1192: 1181: 1163: 1144: 1121: 1099: 1079: 1057: 1037: 1028:|journal= 995: 972: 962: 933: 923: 896: 895: 893: 890: 887: 886: 876: 875: 873: 870: 869: 868: 863: 858: 853: 848: 846:Game mechanics 843: 832: 829: 824: 823: 813: 803: 797: 791: 784: 771: 768: 767: 766: 762:Socialization: 759: 752: 745: 738: 731: 720: 694:fighting games 683: 682: 637: 635: 628: 622: 619: 618: 617: 614: 611: 608: 605: 602: 594:For instance: 584: 581: 580: 579: 574: 569: 564: 534: 533: 513: 511: 500: 497: 485:game mechanics 481:Game mechanics 451: 448: 422: 421: 419: 418: 411: 404: 396: 393: 392: 389: 388: 383: 378: 373: 372: 371: 366: 356: 355: 354: 344: 343: 342: 337: 332: 321: 315: 310: 309: 306: 305: 302: 301: 296: 291: 290: 289: 284: 274: 269: 264: 263: 262: 252: 251: 250: 239: 234: 233: 230: 229: 226: 225: 220: 219: 218: 213: 203: 198: 193: 188: 183: 178: 177: 176: 165: 160: 159: 156: 155: 152: 151: 146: 145: 144: 139: 129: 124: 123: 122: 117: 107: 106: 105: 100: 90: 89: 88: 83: 78: 68: 62: 57: 56: 53: 52: 46: 45: 26: 9: 6: 4: 3: 2: 1719: 1708: 1705: 1703: 1700: 1699: 1697: 1686: 1682: 1678: 1674: 1672: 1667: 1665: 1660: 1657: 1653: 1650: 1649:online slides 1646: 1642: 1640: 1635: 1633: 1628: 1626: 1621: 1618: 1616: 1612: 1608: 1606: 1602: 1598: 1597: 1585: 1581: 1578: 1572: 1564: 1560: 1556: 1552: 1548: 1544: 1537: 1531: 1527: 1524: 1519: 1512: 1510: 1506: 1490: 1486: 1479: 1472: 1470: 1461: 1455: 1450: 1449: 1440: 1432: 1426: 1422: 1415: 1407: 1401: 1397: 1390: 1382: 1376: 1372: 1368: 1367: 1359: 1351: 1344: 1336: 1329: 1321: 1320: 1315: 1308: 1301: 1300:Phillips 1957 1296: 1289: 1285: 1279: 1275: 1268: 1261: 1257: 1251: 1247: 1241: 1239: 1231: 1224:September 23, 1219: 1215: 1209: 1205: 1204: 1196: 1189: 1184: 1178: 1174: 1167: 1156:September 23, 1151: 1147: 1141: 1137: 1136: 1128: 1126: 1118: 1111:September 23, 1106: 1102: 1096: 1093:. 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Index

Playability
Gameplay (disambiguation)

Video games
Platforms
Arcade video game
Console game
Game console
Home console
Handheld console
Electronic game
Audio game
Electronic handheld
Online game
Browser game
Social-network game
Mobile game
PC game
Linux
Mac
Virtual reality game
Genres
Action
Shooter
Action-adventure
Adventure
Casual
Puzzle
Role-playing
Simulation

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