게임플레이

위키백과, 우리 모두의 백과사전.

초기 버전의 퍼즐 게임 Edge의 게임플레이

게임플레이(gameplay)는 플레이어게임과 상호작용하는 특정한 방식의 하나로,[1][2] 특히 비디오 게임에 해당한다.[3][4] 게임플레이는 게임의 규칙을 통해 정의되는 패턴,[2][5] 플레이어와 게임 간의 연결,[6] 도전[7], 그리고 이들을 극복하는 것,[8] 줄거리[9], 그리고 플레이어를 이와 연결시키는 것이다.[6] 비디오 게임의 게임플레이는 그래픽과[9][10] 오디오 요소와는 구별한다.[9]

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각주[편집]

  1. Lindley, Craig (June 24–26, 2004). 〈Narrative, Game Play, and Alternative Time Structures for Virtual Environments〉. Göbel, Stefan. 《Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004》. Darmstadt, Germany: Springer. 183–194쪽. doi:10.1007/978-3-540-27797-2_25. ISBN 978-3-540-22283-5. .. 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[game play gestalt] 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. 
  2. Salen, Katie; Zimmerman, Eric (2004). 《Rules of Play: Game Design Fundamentals》. Cambridge, Massachusetts: The MIT Press. 3쪽. ISBN 978-0-262-24045-1. Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play. 
  3. Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). “Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay”. 《Proceedings of CGAMES 08》 (Wolverhampton, UK: University of Wolverhampton). ISBN 978-0-9549016-6-0. 2015년 9월 23일에 원본 문서에서 보존된 문서. 2017년 8월 14일에 확인함. 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 
  4. Tavinor, Grant (2009년 10월 5일). 《The Art of Videogames》. Wiley-Blackwell. ISBN 978-1-4051-8788-6. [T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame. 
  5. Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (2008년 2월 19일). 《Understanding Video Games: The Essential Introduction》. Routledge. ISBN 978-0-415-97721-0. 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. 
  6. Laramée, François Dominic (2002년 6월 15일). 《Game Design Perspectives》. Charles River Media. ISBN 978-1-58450-090-2. 
  7. Adams, Ernest; Rollings, Andrew (2003). 《Andrew Rollings and Ernest Adams on game design》. New Riders Publishing. ISBN 1-59273-001-9. 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 emerges from the interaction among these elements, .. 
  8. Adams, Ernest (2006년 9월 23일). 《Fundamentals of Game Design》. Prentice Hall. ISBN 978-0-13-168747-9. .. 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. .. [T]he essence of gameplay remains the relationship between the challenges and the actions available to surmount them. 
  9. 《Concise Oxford English Dictionary》 11, Revis판. Oxford University Press, USA. 2008년 8월 11일. ISBN 978-0-19-954841-5. gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects 
  10. Oxland, Kevin (2004). 《Gameplay and design》. Addison Wesley. ISBN 0-321-20467-0. .. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art.