gameplay

  • Gold Mine - Aplikasi di Google Play

    Tentang game ini. arrow_forward. Gold Mine adalah game klasik yang sangat adiktif dengan grafis dan gameplay keren. Unduh secara gratis dan bersenang-senanglah!

  • Indivisible Review - IGN

    7 Okt 2019 ... Indivisible is built on two types of gameplay: 2D platforming while exploring and party-based fights with cooldown-centric combat reminiscent of ...

  • Indivisible - Gameplay Trailer | PS4 - YouTube

    12 Sep 2019 ... Indivisible releases on PS4 on October 8th, 2019! Pre-orders are now available at ...

  • Rambo III - C64-Wiki

    Gameplay[Bearbeiten | Quelltext bearbeiten]. Das Spiel startet direkt im Gebäude der afghanischen Terroristen. Hier muss er sich durch verschiedene Räume ...

      Artikel: Gameplay GudangMovies21 Rebahinxxi

    • Source: Gameplay
    • Gameplay is the specific way in which players interact with a game. The term applies to both video games and tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and the pattern of player behavior defined through the game's rules.


      History



      Arising alongside video game development in the 1980s, the term gameplay was initially used solely within the context of video games, though now it is also used for tabletop games.


      Definition of term


      There is no consensus on the precise definition of gameplay. It has been differently defined by different authors, but all definitions refer to player interaction with a game. For example:

      "The structures of player interaction with the game system and with other players in the game."
      "Gameplay here is seen as the interactive gaming process of the player with the game."
      Theorists also agree that video game gameplay is distinct from graphics and audio elements.
      Some theorists add more specific elements to the basic definition of gameplay as the interaction between players and games. For example:

      "One or more causally linked series of challenges in a simulated environment."
      "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."
      In The Videogame Theory Reader, G. Frasca identifies three components to gameplay: "Manipulation rules" ( defining what the player can do in the game) "Goal Rules" (defining the goal of the game), and "Metarules" (defining how a game can be tuned or modified).


      Types


      Gameplay can be divided into several types. For example, cooperative gameplay involves two or more players playing together, often on a team. Below is a non-exhaustive list of various gameplay types:

      Asymmetric video game
      Cooperative video game
      Emergent gameplay
      Nonlinear gameplay


      Playability


      Playability is a measure of the quality of gameplay. Playability represents the ease, quantity, or duration that a game can be played. Playability evaluative methods target games to improve design, while player experience evaluative methods target players to improve gaming.
      Different scholars analyze playability according to different sets of criteria. For example, in Playability: analyzing user experience in video games, the researchers define playability as a set of properties that describe player experience using a specific game system: satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. However, in A video game's elements ontology, the researchers define the facets of playability as: intrinsic, mechanical, interactive, artistic, personal, and social.
      These concepts of "playability" are not to be confused with the ability to control (or play) characters in multi-character games such as role playing games or fighting games, or factions in real-time strategy games.


      See also


      Game development and Game design
      Game mechanics
      Interaction design
      Play (activity)
      Time-keeping systems in games
      Video game genres


      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). Playability and Player Experience Research. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK. (online slides)
      Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. Prestudy Research Report, 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)
      Phillips, Hubert, ed. (1957). Culbertson's Card Games Complete. Watford: Arco.


      References

    Kata Kunci Pencarian:

    gameplay303gameplay303 logingameplaygameplay adalahgameplay artinyagameplay slotgameplay303 linkgameplay777gameplay mlgameplay ffSearch Results

    Artikel Terkait "gameplay"

    知乎 - 有问题,就会有答案

    Gameplay程序员负责游戏逻辑的实现,包括胜负判定、玩家操作响应等。

    如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎

    这是win10里面Xbox自带的游戏录制功能,你按Win+G也会有这个提示,应该是被你卸载了Xbox相关的应用或者文件,所以无法启用了,如果不用录制功能的话,直接去windows设置里有个游戏的选项,点进去里面第一个就是关闭使用游戏栏录制游戏,直接关闭就好了,至于怎么修复就不知道 …

    pc端好用的视频播放器有哪些? - 知乎

    如果你喜欢看高分辨率视频的话,一款好用的多端口视频播放器是必不可少的。 1、PotPlayer 优点: 功能强大:它内置强大的解码器,支持几乎所有常见的视频格式,无论是高清视频、4K 视频,还是一些较为冷门的格式,都能流畅播放。并且具备强大的视频处理功能,可对视频的亮度、对比度、色彩 ...

    不吹不黑,《ASTRO BOT 宇宙机器人》在一众TGA年度最佳游戏 …

    13 Des 2024 · 不吹不黑,《ASTRO BOT 宇宙机器人》在一众TGA年度最佳游戏中表现到底怎样?

    知乎 - 有问题,就会有答案

    知乎 - 有问题,就会有答案

    steam下载PUBG有三个,都要下载还是只下载第一个? - 知乎

    是的,下载第一个就行了,其他两个是测试服,不参加测试不用下,而且测试服也不是随时都能进,只有官方开启测试的时候才能进。 绝地求生的三个版本分别是: 1、正式服PLAYERUNKNOWN'SBATTLEGROUNDS。 2、实验服PUBG:ExperimentalServer。 3、测试服PUBG:TestServer。 这三个版本都是可以玩的,除了正式服以外 ...