Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3001773.3001791acmotherconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
research-article

The Gameplay Loop: a Player Activity Model for Game Design and Analysis

Published: 09 November 2016 Publication History

Abstract

To describe the task of the game designer, the literature on the subject often refers to rules and systems. But the main objective of the game designer's work is to create a specific kind of experience: gameplay. Based in both literature and diverse modes of practical experience, this article offers a formal delineation and methodology of the gameplay loop that is applicable for both design and analysis. This approach considers this loop as the potentials states of the player in the game system. This article will report use of this model in the development of recent industry games as well as in the analysis of existing titles for academic purposes.

References

[1]
Anna Anthropy and Noami Clark. 2014. A game design vocabulary. Addisson Wesley, Upper Saddle River, USA.
[2]
Emmanuel Guardiola and Stéphane Natkin. 2015. A Game Design Methodology For Generating A Psychological Profile Of Players. In Serious games Analytics, by Christian Sebastian Loh, Yanyan Sheng and Dirk Ifenthaler, 363_380. Springer, Berlin, Germany.
[3]
Emmanuel Guardiola and Stéphane Natkin. 2010. Player's Model: Criteria for a Gameplay Profile Measure. In proceedings ICEC 2010 Seoul. Springer, Berlin, Germany.
[4]
He-Saw. 2014. Blue Estate The Game. Game {PC} (8 April 2015) {PS4} (24 June 2014) {XboxOne} (18 February 2015). Focus Home Interactive, Paris, France.
[5]
Jussi Holopainen. 2011. Fundations of Gameplay, Ph. D. Dissertation. Blekinge Institute of Technology, Karlskrona, Sweden.
[6]
Richard House III. 2005. Game design: Theory & Practice. 2nd edition. Wordware Publishing, Plano, USA.
[7]
Jesper Juul. 2005. Half Real. MIT press, Cambridge, UK.
[8]
Viktor Kalvatchev. 2011--2012. Blue Estate. no. 1 to 12. Image Comic, Berkeley, USA.
[9]
Konami CE Japan - Hideo Kojima. 2001. Metal Gear Solid 2: Sons of Liberty. {PS2 (8 March 2002) Konami, Tokyo, Japan.
[10]
Petri Lankoski and Staffan Björk. 2015. Formal analysis of gameplay. In Game Research Methods: An overview, by Petri Lankoski and Staffan Björk, 23--35. ETC Press, Pittsburgh, USA.
[11]
Stéphane Natkin. 2010. Interactivity in Games: The Player's Engagement. Vol. 333, in Cutltural Computing, by Ryohei Nakatsu, Naoko Tosa, Naghdy, Fazel Fazel, Kok Wai Wong and Philippe Codognet, 160--168. Springer, Berlin, Germany.
[12]
Ouat-Entertainment. 2009. Pure Hidden. {PC} (16 April 2010). Ouat-Entertainment, Angoulême, France.
[13]
Andrew Rollings and Dave Morris. 2004. Game architecture and design, A new edition. New Riders, Indianapolis, USA.
[14]
Katie Salen and Eric Zimmerman. 2004. Rules of play: game design fundamentals. MIT press London, UK.
[15]
Jessie Schell. 2008. The art of game design, A book of lenses. Morgan Kaufmann, Burlington, USA.
[16]
Steve Swink. 2008. Game Feel. Morgan Kaufmann, Burlington, USA.
[17]
Taito - Tomohiro Nishikado. Space Invader. {ARCADE} (June 1978). Taito, Tokyo, Japan.

Cited By

View all
  • (2024)Rapid Game World Creation Leveraging Geospatial Data in Game Jams: The ’Galactic Gourmet’ Post-MortemProceedings of the 8th International Conference on Game Jams, Hackathons and Game Creation Events10.1145/3697789.3697804(76-80)Online publication date: 11-Oct-2024
  • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
  • (2023)A Model for Mapping Serious Game Mechanics to Pedagogical PatternsSerious Games10.1007/978-3-031-44751-8_5(65-80)Online publication date: 14-Oct-2023
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
November 2016
373 pages
ISBN:9781450347730
DOI:10.1145/3001773
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 November 2016

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Gameplay
  2. game design
  3. game system
  4. gameplay loop
  5. player
  6. video game

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

ACE2016

Acceptance Rates

Overall Acceptance Rate 36 of 90 submissions, 40%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)181
  • Downloads (Last 6 weeks)26
Reflects downloads up to 14 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Rapid Game World Creation Leveraging Geospatial Data in Game Jams: The ’Galactic Gourmet’ Post-MortemProceedings of the 8th International Conference on Game Jams, Hackathons and Game Creation Events10.1145/3697789.3697804(76-80)Online publication date: 11-Oct-2024
  • (2024)The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer gamesInformation and Software Technology10.1016/j.infsof.2023.107330165(107330)Online publication date: Jan-2024
  • (2023)A Model for Mapping Serious Game Mechanics to Pedagogical PatternsSerious Games10.1007/978-3-031-44751-8_5(65-80)Online publication date: 14-Oct-2023
  • (2022)Introducing Serious Games as a Master Course in Information Security Management ProgramsHandbook of Research on Cross-Disciplinary Uses of Gamification in Organizations10.4018/978-1-7998-9223-6.ch023(483-506)Online publication date: 2022
  • (2022)Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validationInternational Journal of Selection and Assessment10.1111/ijsa.1237630:1(1-13)Online publication date: 15-Feb-2022
  • (2021)Game Designer als Akteure der politischen BildungGame designers as agents of political educationMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung10.21240/mpaed/38/2021.01.25.X38(94-116)Online publication date: 25-Jan-2021
  • (2021)Player-AI Interaction: What Neural Network Games Reveal About AI as PlayProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445307(1-17)Online publication date: 6-May-2021
  • (2020)How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-MakingEducation Sciences10.3390/educsci1004009910:4(99)Online publication date: 8-Apr-2020
  • (2020)Evaluation of the Pedagogical Quality of Mobile Math Games in App Marketplaces2020 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC)10.1109/ICE/ITMC49519.2020.9198621(1-8)Online publication date: Jun-2020
  • (2020)Potential Benefits of Playing Location-Based Games: An Analysis of Game MechanicsComputer Supported Education10.1007/978-3-030-58459-7_27(557-581)Online publication date: 10-Nov-2020
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media