A Gameplay Definition through Videogame Classification

This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Br...

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Main Authors: Damien Djaouti, Julian Alvarez, Jean-Pierre Jessel, Gilles Methel, Pierre Molinier
Format: Article
Language:English
Published: Wiley 2008-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2008/470350
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author Damien Djaouti
Julian Alvarez
Jean-Pierre Jessel
Gilles Methel
Pierre Molinier
author_facet Damien Djaouti
Julian Alvarez
Jean-Pierre Jessel
Gilles Methel
Pierre Molinier
author_sort Damien Djaouti
collection DOAJ
description This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, especially the link they seem to have with two types of game rules: the rules that allow the player to “manipulate” the elements of the game, and the rules defining the “goal” of the game. This study will lead to an hypothesis about the nature of gameplay.
format Article
id doaj-art-57478037201f48eba406d6ff41d299da
institution Kabale University
issn 1687-7047
1687-7055
language English
publishDate 2008-01-01
publisher Wiley
record_format Article
series International Journal of Computer Games Technology
spelling doaj-art-57478037201f48eba406d6ff41d299da2025-02-03T01:23:54ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552008-01-01200810.1155/2008/470350470350A Gameplay Definition through Videogame ClassificationDamien Djaouti0Julian Alvarez1Jean-Pierre Jessel2Gilles Methel3Pierre Molinier4IRIT, University of Toulouse III, 118 route de Narbonne, 31062 Toulouse, FranceIRIT, University of Toulouse III, 118 route de Narbonne, 31062 Toulouse, FranceIRIT, University of Toulouse III, 118 route de Narbonne, 31062 Toulouse, FranceLARA, University of Toulouse II, 5 allées Antonio Machado, 31058 Toulouse, FranceLARA, University of Toulouse II, 5 allées Antonio Machado, 31058 Toulouse, FranceThis paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, especially the link they seem to have with two types of game rules: the rules that allow the player to “manipulate” the elements of the game, and the rules defining the “goal” of the game. This study will lead to an hypothesis about the nature of gameplay.http://dx.doi.org/10.1155/2008/470350
spellingShingle Damien Djaouti
Julian Alvarez
Jean-Pierre Jessel
Gilles Methel
Pierre Molinier
A Gameplay Definition through Videogame Classification
International Journal of Computer Games Technology
title A Gameplay Definition through Videogame Classification
title_full A Gameplay Definition through Videogame Classification
title_fullStr A Gameplay Definition through Videogame Classification
title_full_unstemmed A Gameplay Definition through Videogame Classification
title_short A Gameplay Definition through Videogame Classification
title_sort gameplay definition through videogame classification
url http://dx.doi.org/10.1155/2008/470350
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