
A Gameplay: Translation, Definition and Analyses of Structure
Author(s) -
I. S. Kudryashov
Publication year - 2020
Publication title -
kritika i semiotika
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.1
H-Index - 1
eISSN - 2307-1753
pISSN - 2307-1737
DOI - 10.25205/2307-1737-2020-2-427-440
Subject(s) - computer science , element (criminal law) , interpretation (philosophy) , human–computer interaction , process (computing) , game design , term (time) , game mechanics , design elements and principles , multimedia , software engineering , programming language , physics , quantum mechanics , political science , law
This article proposes the detailed research of difficulties with the term «gameplay» which plays an important role in game studies. This term is not easy to translate because of several reasons and it makes difficult to define it. Our research of this reasons allow us to criticize some of the previous translations and definitions. Translation of the gameplay as a gaming process or playability cannot used as valid approach, instead of them we claim interpretation of gameplay as an organization of game’s components. After this we suggest a new one, based on videogame`s main element (rules and confines). Consideration of the gameplay’s and game`s elements lead us to conclusion about two processes forming gameplay: one of them aimed on playability of this videogame, another – on the interesting of the fictional world of the game or its element. In conclusion we present several examples of usage of these concepts to understand some aspects of reception and design of videogames.