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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Format: | Article |
Language: | English |
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Wiley
2008-01-01
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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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