Is gameplay one word

Gamers, I’m going to do something videogames do to us quite a bit: ask you a question, to find out once and for all, is videogame one word or two?
Q: What is a videogame?
A: An entertainment activity in which players operate a simple device to complete tasks digitally.
B: A new entertainment medium rivaling the cultural significance and revenue of film, TV, art and literature, but which exclusively relies on the resilience, reflexes and mental functioning of the participant, to interact with both AI and other humans to achieve their individual, unique goals.
C: A miserable little pile of secrets.
They’re all “true”. But If you answered B, for you, this question is worth exploring. (If you answered C, I’m glad you love CastleVania as much as I do. Have at you!!)
Ironically, it’s a videogame series that leads me ask this question: what is the difference between “videogame” and “video game”, and more importantly why does it matter?
I’ve been writing “videogame” since I was a little kid who started playing Atari 2600 and Commodore 64 at 3 years old, in 1985. I think it was because of how I say it. I got so giddy over gaming that I can’t help excitedly turning the word into a three-syllable mushjob. “VIDYOGAMES!”
It also just made sense to me. I’d see “videocassette” written out and lots of “video-” words are compound. With videogames being this new thing it just made sense to have its own term.
Once I began the head copy editor on the daily Ohio State student newspaper, The Lantern, though, style guides and grammar became not just hunches and afterthoughts but real issues with real meaning to a huge publication and its audience.
Chris Hatala Ohio State Lantern 2003 Games Done Legit Videogames Video Game
No idea if The Lantern still follows it, but I implemented “videogame” as news editor/head copy editor during my stint there
Unless you’re a special kind of obsessor over the English language, I’m sure you can care less if the New York Times writes “‘60s”, “1960s” or “1960’s,” but it’s actually pretty sweet to learn how small differences in grammar, spelling and punctuation can fundamentally change the meaning or philosophy of a sentence — or a word.
So I made “videogame” one word for Lantern style, even though the Associated Press Stylebook (yes, that’s one word) still listed it as two. Which I understood the AP’s stance (or non-stance), they don’t like change. (“Web site” finally became “website” officially during my tenure — it was 2004 and they finally succumbed to popular lexicon.)
Las Vegas Video Games Videogames Casino Video Gaming
Video Gaming! Here in Las Vegas I got all excited till I realized they meant “video games” — slot machines! Videogaming is my hobby … video gaming is not
I figured the Internet and mainstream media would figure “videogames” out too, just like we stopped writing “web site” and putting technology like “modem” in quotes in consumer manuals.

Video Games Live videogames Games Done Legit
Dammit.

But Google hasn’t. Neither have most games “journalists” for that matter despite that there actually is a “Videogame Style Guide” written by some of gaming history’s most respected and seasoned editors.
(By the way, look for an upcoming feature on why games “journalism” by its own definition is an oxymoron.)
Just Check out this forward written by one of the pioneers in the world of games writing:
“ … it’s not just Little Billy Pokégamer who’s reading about videogames. The average age of my magazine’s readers is over 21 years old. Heck, the average age of gamers in the U.S. is over 29 years old.
“And for videogame writing to be taken seriously by adults, it has to be written for adults.
“That doesn’t just mean correct grammar and spelling (though those are musts, obviously). It also means a level of consistency that shows writers aren’t just pulling industry terms out of their asses (or worse, Wikipedia).”
— Dan “Shoe” Hsu, Editor-in-Chief, EGM: Electronic Gaming Monthly
Video Games Videogames One Word Or Two Games Done Legit Journalism
So what does this have to do with whether videogames is one word or two? The key phrase in that sentence is videogames writing to be taken seriously.
OK, so note that copyeditor is one word. Why is that? It’s a dude who edits copy, right?
To put that in context, let’s examine the argument for keeping videogame as one word. I’ve heard people say:

  • “It looks dumb as one” (which I argue the opposite, especially now in 2015).
  • “It’s always been like that” (which is never a solid argument, nor is it true)
  • “It’s not needing a compound word, unlike videotape and videocassette. Just like board game is two words.”

Number three is at least a valid talking point. Board game IS two words. They argue “videocassette” is one word (how absurd does THAT look compared to “videogame”?) because the cassette is not literally “video”. The magnetic tape contains tape, but the object itself, on its surface, features no video image. You need a cassette deck and a television (one word) to see anything, right?
So if the tape itself could project video on your wall, it would stay two words. I guess. (Hey, I didn’t author this line of thinking, I just troll message boards).
So back to: Is videogame one word? They say it’s a game played out in video, just like Monopoly or Hi-Ho Cherry-o or Settles of Catan is a game, played out on a board.
Well, let’s go back to the first question I asked you. If you’re reading this far (gamers are not known as readers, which is another myth — think of how much text we read even in a 16-bit RPG) you probably answered “B”.

Centipede videogame video game Games Done Legit retrogaming
It’s Centipede video slots: video games or videogame?

It’s a new entertainment medium, completely separate from anything that has even been invented in human history.
And it’s a disservice to them to compare to call them “video games” now.
Final Fantasy VII Video game videogame Cloud Aeris dies Games Done Legit
Is this a “video game”, to be in the same literal use of the word as pixels moving around on a screen? To share the same word as a medium with video slot machines and Pong?

If someone says they like board games, do you first think of chess? I would guess no. That’s because while it shares the fundamental end goal of Chutes and Ladders (to win), the complexity, strategy, and timelessness of chess supercedes its base nature of literally being a game played on a board.
Chess is still a board game, by definition, for the strict interpretists out there. But for the literalist who argues for “video game”, what is chess when it’s played on a PC? Now it’s a “video game” instead? A video board game? A video-board game? (See my note on compound modifiers if you don’t know what that hyphen means.) If it’s still just a board game, that means “chess” and “board games” can supercede the original, literal definition of its classification..
Even with the game of chess’s eternal nature fixed (the object is to beat the other player) its nature as a “board game” can change.
Thanks to the times and technology, the definition of videogame has changed.
Pong is a video game.
Metal Gear Solid, EarthBound, Shadow of the Colossus, Seaman, Wonder Project J2, World of Warcraft, Destiny, Mario Paint, Elder Scrolls, Call of Duty, Grand Theft Auto V: these are videogames. Calling them video games is like calling Casablanca a TV show because it’s being viewed on your television.
The object of a videogame is NOT just to win. Much of the time, there is no one object anymore. The object is to experience — to play a videogame that way you want to, as a unique entertainment medium. It’s just as much on you, the player, as the game developer.
Metal Gear Solid Games Done Legit Videogames Are Art
This is a “videogame”, not a “video game”.

I cannot reduce Metal Gear Solid 1, 2 & 3, with deep meta themes that question human nature, genetics, and reality, to a “video game”. Some flashing lights and simple tasks were not what inspire me to this day to think about lessons and questions imparted through the developers to me, through this interactive medium. The point of Metal Gear wasn’t to win, it’s to take away something important from your experience as a gamer, that’s just for you.

When I beat “EarthBound” I’m not happy because I won the game. I’m happy because I was entertained by more than pushing buttons in sequence. I’m happy the game actually acknowledges me, the player, and my special role in guiding Ness, and helped me feel better about my real life, art and friendship.
When I play ping pong, I’m just happy because I won.
I play Dance Dance Revolution competively (of all things), as well as fighting games. Ironically if anything is a “video game” still, it might be these. As complex as they are to achieve in, and as many people love them, you are always just trying to beat the CPU or the other guy: hence, a simple “video game”.

DDR Ghaleon AAA Competitive Games Done Legit Chris Hatala Dance Dance Revolution
DDR is a “video game” in the most literal sense.

So for the literalists, I agree with you on that. But many activities, like sports, become one word (basketball, football) even though those don’t NEED to be one word like videocassette allegedly did by the literalist definition (“It’s a ball that goes in a basket; it’s a ball that gets kicked around”). But of course they are now.
Compound words don’t always form out of grammatical necessity. They happen because they become accepted, commonplace, and unique, new parts of popular culture. Writing “web site” or “foot ball” looks like you’ve been living in a cave for decades and never heard of them before.
#socialmedia and #videogames
Furthermore, not writing videogames as one word makes even less sense in the hashtag (note that hashtag is one word as well, when literally it could be two) age. I’m not saying everything needs to become one word (I’m not German), but certain terms clearly are meant to be, because we as a people are naturally doing it.
And in fact I hope “socialmedia” joins it soon too. Just like videogames, social media is greater than the sum of both separate words.
When you say social media, you know exactly what I mean. It’s not just media expressed socially (which by definition could mean I hand you a newspaper article) at all, nor is it something even practiced by just the media or something. We all are social media. The term is greater than the sum of its parts, with a unique meaning.
Just like videogames.
Grammar Note:
Also, a quick note for the grammarful: anytime “video game” is used as a compound modifier, it needs to be hyphenated or it’s fundamentally changing the meaning of what you’re trying to say.
“Video game journalist” is a game journalist who is shown on or exclusively uses video, like Max Headroom if he talked about Final Fantasy or something. “Video-game journalist” would be a journalist of video games. A “high-school student” is a student in high school. A “high school student” is a school student who is high, either because of his friends or illegal substances.
Games are greater
Videogames are much greater than the sum of its word parts, now in 2015 more than ever. And as technology futher advances, they will become even less about the game and more about the video — the experience and social power they bring to millions around the world.
Either way, “videogames” has it covered.
TLDR;
Video Games are games played through on a video-enabled device.
Videogames are a hobby, a culture, and the most interactive and social entetainment pastime in history.
“Games Done Legit” is GDL Entertainment, and that starts with how we represent videogames!
What do you think? As an appreciator of the hobby, I would love for you to hear your thoughts on “videogame” and “video game”!
Talk to me — Chris Hatala, Event Director/Final Boss of GDL — anytime on Facebook or Twitter (@GamesDoneLegit)!]]>

From Wikipedia, the free encyclopedia

Look up gameplay in Wiktionary, the free dictionary.

Gameplay is the specific way in which players interact with a game,[1][2] and in particular with video games.[3][4] Gameplay is the pattern defined through the game rules,[2][5] connection between player and the game,[6] challenges[7] and overcoming them,[8] plot[9] and player’s connection with it.[6] Video game gameplay is distinct from graphics[9][10] and audio elements.[9] In card games, the equivalent term is play.[a]

Overview[edit]

A gameplay of an early version of the puzzle game Edge

Arising alongside video game development in the 1980s, the term gameplay was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor game mechanics specifically to avoid gameplay since the latter is too vague.[13] The word is sometimes misapplied to card games where, however, the usual term is «play» and refers to the way the cards are played out in accordance with the rules (as opposed to other aspects such as dealing or bidding).

Types[edit]

[icon]

This section needs expansion. You can help by adding to it. (April 2010)

There are three components to gameplay: «Manipulation rules», defining what the player can do in the game, «Goal Rules», defining the goal of the game, and «Metarules», defining how a game can be tuned or modified.[14] In video games gameplay can be divided into several types. For example, cooperative gameplay involves two or more players playing on a team. Another example is twitch gameplay which is based around testing a player’s reaction times and precision, maybe in rhythm games or first-person shooters[citation needed]. Various gameplay types are listed below.

  • Asymmetric video game
  • Cooperative video game
  • Emergent gameplay
  • Nonlinear gameplay

Ambiguity in definition[edit]

The term gameplay can be quite ambiguous to define; thus, it has been differently defined by different authors.

For instance:

  • «A series of interesting choices.» -Sid Meier[15]
  • «The structures of player interaction with the game system and with other players in the game.»[16]
  • «One or more causally linked series of challenges in a simulated environment.»[17]
  • «A good game is one that you can win by doing the unexpected and making it work.»[18]
  • «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.»[3]
  • «Gameplay here is seen as the interactive gaming process of the player with the game.»[19]

Playability[edit]

Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay.[20] Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming.»[19] This is not to be confused with the ability to control (or play) characters in multi-character games such as role playing games or fighting games, or factions in real-time strategy games.

Playability is defined as a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment by being credible and satisfying when the player plays alone or in the company of others. Playability is characterized by different attributes and properties to measure the video game player experience.[21]

  • Satisfaction: the degree of gratification or pleasure of the player for completing a video game or some aspect like mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures influencing the satisfaction for specific game elements: characters, virtual world, challenges, and so on.
  • Learning: the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but gamers can use the learning curve in video games according to the game’s nature. For example, on the one hand, gamers can demand great initial abilities before playing, or training them harshly in the first phases of the game, to help players understand and dominate all the game rules and resources and use them from the beginning. On the other hand, players can learn step by step in a guided way when they need some ability in the video game.
  • Efficiency: the necessary time and resources to offer fun and entertainment to players while achieving the different game objectives and reaching the final goal. An efficient video game can catch the player’s attention immediately and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game.
  • Immersion: the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome them.
  • Motivation: the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have resources to ensure the player’s perseverance in the performed actions to overcome the game challenges. This means providing different factors to ensure positive reception in the interpretation of the game process, keeping the player focused on the proposed challenges, showing the relevance of the objectives to reach, and rewards for challenges to keep the player confident and motivated. The player should feel satisfied after receiving the reward or after completing the challenge.
  • Emotion: the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to cultivate the best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness… using the game challenges, story, aesthetic, appearance, or the music compositions that are capable of affecting the player.
  • Socialization: the degree of the game attributes, elements and resources that promote the social factor of the game experience in a group. This kind of experience provokes appreciating the video game differently, thanks to the relations established with other players or with other characters of the game that help the player resolve the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thanks to their interaction. In addition to this, socialization also is present in how the social connections that players have are projected with the group in the characters of the video game and the context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor, it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges.

Playability’s facets[edit]

The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability’s attributes and properties affected by the different elements of video game architecture.[22] The playability’s facets are:

  • Intrinsic Playability: the playability based on the video game’s nature and how the player shows it. It is strongly related to the gameplay and game mechanics. We can analyze the video game design implementation in this facet, especially video game rules, goals, objectives, rhythm, and other design mechanics.
  • Mechanical Playability: the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game.
  • Interactive Playability: player interaction and video game user interface development, for example, interaction dialogue and game controls. This playability is easily visible in the Game Interface.
  • Artistic Playability: the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game.
  • Intrapersonal Playability or Personal Playability: the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value.
  • Interpersonal Playability or Social Playability: the group consciousness and different user perceptions when the player plays with other players in a competitive, cooperative or collaborative way.

Finally, a video game’s «global» playability will be deduced through each attribute value in the different playability’s facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.

See also[edit]

  • Game development and Game design
  • Game mechanics
  • Interaction design
  • Play (activity)
  • Time-keeping systems in games
  • Video game genres

Footnotes[edit]

  1. ^ For examples, see Phillips (1957).[11] or McLeod (2022).[12]

References[edit]

  1. ^ Lindley, Craig (June 24–26, 2004). «Narrative, Game Play, and Alternative Time Structures for Virtual Environments». In Göbel, Stefan (ed.). Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science. Vol. 3105. Darmstadt, Germany: Springer. pp. 183–194. 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. ^ a b Salen, Katie; Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. p. 3. 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. ^ a b 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. Archived from the original on 2015-09-23. Retrieved 2010-10-04. 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 (October 5, 2009). The Art of Videogames. Wiley-Blackwell. ISBN 978-1-4051-8788-6. Archived from the original on February 23, 2017. Retrieved September 23, 2016. [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 (February 19, 2008). Understanding Video Games: The Essential Introduction. Routledge. ISBN 978-0-415-97721-0. Archived from the original on February 23, 2017. Retrieved September 23, 2016. 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. ^ a b Laramée, François Dominic (June 15, 2002). Game Design Perspectives. Charles River Media. ISBN 978-1-58450-090-2. Archived from the original on February 23, 2017. Retrieved September 23, 2016.
  7. ^ Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 978-1-59273-001-8. 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 (September 23, 2006). Fundamentals of Game Design. Prentice Hall. ISBN 978-0-13-168747-9. Archived from the original on February 23, 2017. Retrieved September 23, 2016. .. 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. ^ a b c Concise Oxford English Dictionary (11, Revised ed.). Oxford University Press, USA. August 11, 2008. 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 978-0-321-20467-7. .. 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.
  11. ^ Phillips 1957, p. 406.
  12. ^ Classified Index of Card Games at pagat.com. Retrieved 30 July 2022.
  13. ^ Kierkegaard, Alex (2012). Videogame Culture: Volume 1.
  14. ^ Frasca, G (2003). «Simulation versus narrative: introduction to ludology». The Videogame Theory Reader: 221.
  15. ^ Rollings, Andrew; Morris, Dave (1999). Game Architecture and Design. Coriolis Group Books. p. 38. ISBN 978-1-57610-425-5.
  16. ^ Björk, Staffan; Holopainen, Jussi (2005). Patterns in Game Design. Charles River Media. ISBN 978-1-58450-354-5.
  17. ^ Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN 978-1-59273-001-8.
  18. ^ Rollings, Andrew; Morris, Dave (2000). Game Architecture and Design. New Riders Games. ISBN 978-0-7357-1363-5.
  19. ^ a b Nacke, Lennart E.; Drachen, Anders; Kuikkaniemi, Kai; Niesenhaus, Joerg; Korhonen, Hannu; van den Hoogen, Wouter; Poels, Karolien; IJsselsteijn, Wijnand; et al. (September 1, 2009). «Playability and Player Experience Research» (PDF). Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Archived (PDF) from the original on November 12, 2011. Retrieved May 15, 2019. playability is the evaluative process directed toward games, whereas player experience is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)
  20. ^ Usability First: Usability Glossary: playability Archived 2009-10-18 at the Wayback Machine
  21. ^ González Sánchez, J. L.; Gutiérrez Vela, F.L.; Montero Simarro, F.; Padilla-Zea, N. (31 Aug 2012). «Playability: analysing user experience in video games». Behaviour & Information Technology. 31 (10): 1033–1054. doi:10.1080/0144929X.2012.710648. S2CID 7073571.
  22. ^ Stanford Ontology Library Video game’s Elements Ontology Archived 2010-06-03 at the Wayback Machine: A video game’s elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.

Further reading on playability[edit]

  • Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using heuristics to evaluate the playability of games. CHI ’04 extended abstracts on Human factors in computing systems, Vienna, Austria. doi:10.1145/985921.986102
  • Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311–368. doi:10.1207/S15327051HCI1704_1
  • Jegers, K. (2008). Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games. Internet and Web Applications and Services, 2008. ICIW ’08.
  • Korhonen, H., & Koivisto, E. M. I. (2006). Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer interaction with Mobile Devices and Services (Helsinki, Finland, September 12–15, 2006). MobileHCI ’06, vol. 159. ACM, New York, NY, 9-16. doi: 10.1145/1152215.1152218
  • Korhonen H., Koivisto E.M.I. (2007). Playability Heuristics for Mobile Multi-player Games. In proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2007, ACM Press (2007), pp. 28–35. Perth, Australia. doi: 10.1145/1306813.1306828
  • Nacke, L. (2009). From Playability to a Hierarchical Game Usability Model. In Proceedings of the 2009 Conference on Future Play on @ GDC Canada (Vancouver, British Columbia, Canada, May 12–13, 2009). FuturePlay ’09. ACM, New York, NY, 11–12. doi: 10.1145/1639601.1639609
  • Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M. v. d., et al. (2009). Playability and Player Experience Research. Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK. (online slides)
  • Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services. Prestudy Research Report, Hypermedia Laboratory, University of Tampere, Tampere, 2002.
  • González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). From Usability to Playability: Introduction to Player-Centred Video Game Development Process. Proceedings of First International Conference, HCD 2009 (Held as Part of HCI International), San Diego, CA, USA. doi: 10.1007/978-3-642-02806-9_9
  • González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). Playability: How to Identify the Player Experience in a Video Game. Proceedings of INTERACT 2009: 12th IFIP TC 13 International Conference, Uppsala, Sweden, August 24–28, 2009. doi: 10.1007/978-3-642-03655-2_39
  • González Sánchez, J. L., Montero, F., Padilla Zea, N., Gutiérrez, F. L. «Playability as Extension of Quality in Use in Video Games». Proceedings of 2nd International Workshop on the Interplay between Usability Evaluation and Software Development (I-USED), paper number 6.Uppsala, Sweden, 24 August (2009)
  • Phillips, Hubert, ed. (1957). Culbertson’s Card Games Complete. Watford: Arco.

Educalingo cookies are used to personalize ads and get web traffic statistics. We also share information about the use of the site with our social media, advertising and analytics partners.

Download the app
educalingo

When we go to see comedians or funny movies, they don’t address the wall behind them; they face us. This is why a game’s first job is to entertain through gameplay and secondarily through humor, drama, or other traditional entertainment devices. The humor has to be a gentleman. I mean, it needs to be squeezed in around the game.

Doug TenNapel

section

PRONUNCIATION OF GAMEPLAY

facebooktwitterpinterestwhatsapp

GRAMMATICAL CATEGORY OF GAMEPLAY

Gameplay is a noun.

A noun is a type of word the meaning of which determines reality. Nouns provide the names for all things: people, objects, sensations, feelings, etc.

WHAT DOES GAMEPLAY MEAN IN ENGLISH?

Gameplay

Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player’s connection with it. Video game gameplay is distinct from graphics, and audio elements.


Definition of gameplay in the English dictionary

The definition of gameplay in the dictionary is the plot of a computer or video game or the way that it is played.

WORDS THAT RHYME WITH GAMEPLAY

Synonyms and antonyms of gameplay in the English dictionary of synonyms

Translation of «gameplay» into 25 languages

online translator

TRANSLATION OF GAMEPLAY

Find out the translation of gameplay to 25 languages with our English multilingual translator.

The translations of gameplay from English to other languages presented in this section have been obtained through automatic statistical translation; where the essential translation unit is the word «gameplay» in English.

Translator English — Chinese


游戏

1,325 millions of speakers

Translator English — Spanish


gameplay

570 millions of speakers

English


gameplay

510 millions of speakers

Translator English — Hindi


गेमप्ले

380 millions of speakers

Translator English — Arabic


اللعب

280 millions of speakers

Translator English — Russian


геймплей

278 millions of speakers

Translator English — Portuguese


gameplay

270 millions of speakers

Translator English — Bengali


গেমপ্লের

260 millions of speakers

Translator English — French


gameplay

220 millions of speakers

Translator English — Malay


Permainan

190 millions of speakers

Translator English — German


Gameplay

180 millions of speakers

Translator English — Japanese


ゲームプレー

130 millions of speakers

Translator English — Korean


게임 플레이

85 millions of speakers

Translator English — Javanese


Gameplay

85 millions of speakers

Translator English — Vietnamese


gameplay

80 millions of speakers

Translator English — Tamil


விளையாட்டு

75 millions of speakers

Translator English — Marathi


गेमप्ले

75 millions of speakers

Translator English — Turkish


Oynanış

70 millions of speakers

Translator English — Italian


gameplay

65 millions of speakers

Translator English — Polish


rozgrywka

50 millions of speakers

Translator English — Ukrainian


геймплей

40 millions of speakers

Translator English — Romanian


gameplay-ul

30 millions of speakers

Translator English — Greek


gameplay

15 millions of speakers

Translator English — Afrikaans


spel

14 millions of speakers

Translator English — Swedish


spelande

10 millions of speakers

Translator English — Norwegian


gameplay

5 millions of speakers

Trends of use of gameplay

TENDENCIES OF USE OF THE TERM «GAMEPLAY»

The term «gameplay» is very widely used and occupies the 6.887 position in our list of most widely used terms in the English dictionary.

Trends

FREQUENCY

Very widely used

The map shown above gives the frequency of use of the term «gameplay» in the different countries.

Principal search tendencies and common uses of gameplay

List of principal searches undertaken by users to access our English online dictionary and most widely used expressions with the word «gameplay».

FREQUENCY OF USE OF THE TERM «GAMEPLAY» OVER TIME

The graph expresses the annual evolution of the frequency of use of the word «gameplay» during the past 500 years. Its implementation is based on analysing how often the term «gameplay» appears in digitalised printed sources in English between the year 1500 and the present day.

Examples of use in the English literature, quotes and news about gameplay

6 QUOTES WITH «GAMEPLAY»

Famous quotes and sentences with the word gameplay.

I believe that even today we can only tell a simple story without really interfering with gameplay. But in the future, I think it will almost be a requirement of all storytellers when they create games, how they can tell a more complex story without conflicting with the gameplay.

One thing that’s unique to ‘Uncharted’ is something called ‘chasing picture,’ where Naughty Dog run a section of gameplay and I’m allowed to ad-lib over it. We call it ‘panning for gold.’

I don’t think ‘Call Of Duty: Black Ops’ sells 25 million plus copies and makes of a billion dollars because of their great storytelling. It’s the multiplayer aspect of that type of game, where people get together to shoot each other and have fun. And it’s very much gameplay; it’s like ‘Gran Turismo’ or one of these racing games.

When we go to see comedians or funny movies, they don’t address the wall behind them; they face us. This is why a game’s first job is to entertain through gameplay and secondarily through humor, drama, or other traditional entertainment devices. The humor has to be a gentleman. I mean, it needs to be squeezed in around the game.

I refuse to buy a PS3 or Xbox for my home for fear that it might ruin my life. I think I would cease to accomplish anything productive, would quickly dispense with all human contact, and would very well end up with a nasty case of arthritis in my over-used digits from constant gameplay.

In an online community, there’s this kind of social economy between the community members. Some people have status because they make cool skins or that’s a good website that’s visited a lot, but there’s no real gameplay there.

10 ENGLISH BOOKS RELATING TO «GAMEPLAY»

Discover the use of gameplay in the following bibliographical selection. Books relating to gameplay and brief extracts from same to provide context of its use in English literature.

Every game developed is individual, but there are certain techniques and fundamentals that can be learnt to understand the creative process of game design, and those fundamentals will be discussed throughout this book.

2

Gameplay Mode: War, Simulation, and Technoculture

Understanding the military logics that created and continue to inform computer games

3

Immersive Gameplay: Essays on Participatory Media and …

This collection of all-new essays approaches the topic of immersion as a product of social and media relations.

Evan Torner, William J. White, 2012

4

Digital Gameplay: Essays on the Nexus of Game and Gamer

Increasingly, digital games are the way we play. This volume addresses the world of digital games, with special emphasis on the role and input of the gamer.

5

Educational Gameplay and Simulation Environments: Case …

«This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments»—Provided by publisher.

6

Gameplay: Webster’s Facts and Phrases

Proceeds from this book are used to expand the content and coverage of Websters Online Dictionary (www.websters-online-dictionary.org).

7

Beyond Choices: The Design of Ethical Gameplay

How computer games can be designed to create ethically relevant experiences for players.

8

The Business and Culture of Digital Games: Gamework and Gameplay

This book explores the lifecycle of digital games.

9

Andrew Rollings and Ernest Adams on Game Design

As we have discussed in this chapter, there is no single aspect of any game thai
we can point to and identify as the gameplay. That is because gameplay is not a
singular entity. It is a combination of many elements, a synergy that emerges from
 …

Andrew Rollings, Ernest Adams, 2003

10

Worlds in Play: International Perspectives on Digital Games …

Fundamental Components of the Gameplay Experience: Analyzing Immersion
Laura Ermi and Frans MAyrA Introduction: Players, Experiences, and Fun There
has been a relative boom of games research that has focused on the definition
and …

Suzanne De Castell, Jennifer Jenson, 2007

10 NEWS ITEMS WHICH INCLUDE THE TERM «GAMEPLAY»

Find out what the national and international press are talking about and how the term gameplay is used in the context of the following news items.

New Hitman Gameplay Footage Leaks, Shows Solid Gameplay

Agent 47 has a lot of gameplay choices to make. Video game developer IO Interactive and publisher Square Enix might be unwilling to offer too … «Softpedia News, Jul 15»

Hitman Gameplay Videos Leak, Show Evolved Gameplay — WCCFtech

Gameplay videos from IO Interactive’s upcoming Hitman have made their way to the Internet. These videos show off some very early pre-alpha … «WCCFtech, Jul 15»

Check out some Super Mario Maker Coming Con gameplay videos …

And as expected, we’ve gotten some new gameplay videos of Super Mario Maker in action. You can check them out below. Despite being a … «Wii U Daily, Jul 15»

The Gallery: Six Elements Gameplay Trailer Released — VRFocus

A recent trailer showing some of the gameplay features and design has been released by the developer. The Gallery: Six Elements is a … «VRFocus, Jul 15»

Mirror’s Edge Catalyst Q&A Covers Story And Gameplay Elements …

The official twitter page of Mirror’s Edge Catalyst gave some more details on changing the story of the game plus some info on gameplay … «Attack of the Fanboy, Jul 15»

Come Get Some Call of Duty: Black Ops 3 Multiplayer Gameplay

Love it or hate it, Call of Duty: Black Ops III is looking pretty damn tasty. And with Dan evangelising about how well it plays following the original … «XboxAchievements, Jul 15»

Check Out Some Great Off-Screen Gameplay of Street Fighter V …

Capcom has released a new trailer for Street Fighter V, featuring the all time favorite Ken Masters. Revealed during the Street Fighter Panel at … «WCCFtech, Jul 15»

Watch Dragon’s Dogma Online beta gameplay right now! — Destructoid

Early gameplay shows off a battle against a cyclops that is used as kind of a tutorial. Graphically, the game looks somewhat bland and often … «Destructoid, Jul 15»

Watch Trackmania Turbo’s Intense New Gameplay Video — GameSpot

Following up on last month’s announcement of Trackmania Turbo, Ubisoft has released more than five minutes of new gameplay footage … «GameSpot, Jul 15»

Eight minutes of Ray Gigant gameplay — Gematsu

Dengeki Online has gone up with eight minutes of direct-feed gameplay footage Bandai Namco and Experience’s upcoming PS Vita dungeon … «Gematsu, Jul 15»

REFERENCE

« EDUCALINGO. Gameplay [online]. Available <https://educalingo.com/en/dic-en/gameplay>. Apr 2023 ».

Download the educalingo app


Discover all that is hidden in the words on educalingo

  • 1
    gameplay

    Персональный Сократ > gameplay

  • 2
    gameplay

    Большой англо-русский и русско-английский словарь > gameplay

  • 3
    gameplay

    2) Компьютерные игры: геймплей , игровой процесс

    Универсальный англо-русский словарь > gameplay

  • 4
    gameplay

    English-Russian dictionary of terms that are used in computer games > gameplay

  • 5
    gameplay

    Англо-русский современный словарь > gameplay

  • 6
    gameplay

    Англо-русский синонимический словарь > gameplay

  • 7
    full-rate

    Универсальный англо-русский словарь > full-rate

См. также в других словарях:

  • Gameplay — est un terme caractérisant des éléments d une expérience vidéoludique. Cet anglicisme n a pas de réel équivalent en France. Au Québec, jouabilité est le terme français proposé[1]. Il recouvre plusieurs sens que l on pourrait tenter de résumer… …   Wikipédia en Français

  • Gameplay — Обложка последнего номера журнала «Gameplay» (июнь 2010) Специализация: компьютерные и видеоигры Периодичность: ежемесячный журнал …   Википедия

  • Gameplay — Als Spielmechanik wird der Ablauf eines Spiels bezeichnet, also die Art, auf die aus definierten Ausgangssituationen, den Spielregeln und den Aktionen des Spielers ein Spielerlebnis entsteht. Der Begriff wird dabei vor allem im Zusammenhang mit… …   Deutsch Wikipedia

  • Gameplay — For the television channel, see GamePlay HD. Gameplay includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to what the player does . Arising alongside game… …   Wikipedia

  • GamePlay HD — Infobox TV channel name = GamePlay HD logofile = GamePlay HD.png logoalt = logosize = 200px launch = 2004 closed date = picture format = network = owner = Rainbow Media slogan = country = United States broadcast area = National headquarters =… …   Wikipedia

  • gameplay — [[t]ge͟ɪmpleɪ[/t]] N UNCOUNT The gameplay of a computer game is the way that it is designed and the skills that you need in order to play it. On PC, the game had it all imaginative storyline and characters, challenging gameplay, superb graphics …   English dictionary

  • gameplay — game|play [ˈgeımpleı] n [U] the way that a computer game is designed and the skills that you need to play it ▪ This is packed with brilliant graphics and gameplay …   Dictionary of contemporary English

  • Gameplay (журнал) — Gameplay журнал о компьютерных и видеоиграх, выпускается украинским издательским домом ITC Publishing с августа 2005. На октябрь 2006 года тираж составлял 25 000. Что такое Gameplay? Gameplay [geimplei] игровой процесс cамая важная составляющая… …   Википедия

  • Gameplay RPG —  Gameplay RPG {{{nomorigine}}} Pays …   Wikipédia en Français

  • GamePlay (magazine) — GamePlay Pays  France Langue Français Périodicité Bimensuel/mensuel Format A4 Genre Jeu vidéo …   Wikipédia en Français

  • Gameplay De Final Fantasy — Le gameplay de Final Fantasy désigne la jouabilité du jeu vidéo Final Fantasy. La jouabilité inclut plusieurs concepts : les règles du jeu, la manière dont le joueur est censé y jouer, la fluidité de ces règles une fois appliquées à l… …   Wikipédia en Français

  • Top Definitions
  • Quiz
  • Examples
  • British

[ geym-pley ]

/ ˈgeɪmˌpleɪ /


noun

the interactive content and player experiences in a game, especially a video game: The reviews are saying that the gameplay is solid, but the art—especially in the cinematics—is unforgivably bad.

the activity or manner of playing a game: The retired chess grandmaster recently published a book with analyses of famous historical games for players looking to perfect their gameplay.

QUIZ

CAN YOU ANSWER THESE COMMON GRAMMAR DEBATES?

There are grammar debates that never die; and the ones highlighted in the questions in this quiz are sure to rile everyone up once again. Do you know how to answer the questions that cause some of the greatest grammar debates?

Which sentence is correct?

Origin of gameplay

First recorded in 1990–95; game1 + play

Words nearby gameplay

gameness, game of chance, game of skill, game park, game plan, gameplay, game point, gamer, gamer girl, game room, games console

Dictionary.com Unabridged
Based on the Random House Unabridged Dictionary, © Random House, Inc. 2023

How to use gameplay in a sentence

  • If the game sticks to interactivity and can keep the time-bending gameplay fresh, then it will be a success regardless.

  • It includes a quote from Ehud Olmert, the interim Prime Minister of Israel in 2003, as a precursor to gameplay.

  • For example, it takes three and a half hours to get into building decks [the central gameplay hook].

  • The Xbox One gives players the ability to upload clips of gameplay and record voiceover.

  • This could have some really cool implications for dynamic gameplay.

British Dictionary definitions for gameplay


noun

the plot of a computer or video game or the way that it is played

Collins English Dictionary — Complete & Unabridged 2012 Digital Edition
© William Collins Sons & Co. Ltd. 1979, 1986 © HarperCollins
Publishers 1998, 2000, 2003, 2005, 2006, 2007, 2009, 2012

Gameplay definitionJust like fun, gameplay is a word that always felt awkward to me. This is critical for game designers as it is mostly their responsibility, yet there doesn’t seem to be any established definition of it. Dictionaries generally point in different directions and alternatively define gameplay as game content, game plot or as the actions of a player. Specialized literature often goes one step further by noting the emergence of gameplay and describe it as the interplay between the player and the game systems. They generally carry on by describing constitutive elements like challenge, fun and player choice to great benefit, but they always left me disarmed when asked the dreaded question: “Is the gameplay of our game fun?”. I believe that more scrutinization of gameplay as the essential part of a game would be beneficial and could help identify principles and rules that govern it and inform the process of game design.

Etymology to the rescue

To my utter dismay, in addition to being a game designer, I was also born French, and the Latin roots of my mother tongue created even more confusion as game and play translate in the same word: jeu, or juego in Spanish. Thankfully, etymology is of refreshing help as even if game and play both convey the concepts of amusement, pleasure and joy, they also show some interesting distinctions. Game tends to describe the game itself, its rules and physical form. It is also close to gammon, a term used in backgammon and that can also substitute for that game’s name. On the other hand, play is more often linked to dance, spring, act freely and typically describes the activity of participating in a game. This starts to make more sense for a designer as we understand a game as the ensemble of its rules and its physical boundaries, whether it be a game board or the lines that delimit a football field, while play is actually the actions of players within the limits of the game.

Etymology

Structure and variation

So gameplay would be the alliance of structure and of variation within its boundaries? This sounds right, as the difference between a game and a toy is precisely the presence of rules that structure play in the former while the latter imposes no restriction. But it is also interesting to look at another use of the word play: The door plays on its hinges. Mechanisms require a little clearance between the teeth of cogs to function. Some freedom is needed so they can play within the structure and operate. But isn’t this the case for all structures? A political system establishes boundaries but needs to leave some freedom to its citizens or they would feel too restricted and oppose such control. The universe itself is always in flux between order and chaos and the exploration of the extremes is rather telling. One of the higher states of order of the matter is the crystalline network. The atoms in these gems are highly organized and tightly aligned while variability and freedom is almost nonexistent. On the other end of the spectrum, when structure is minimal and variation is extreme, we find particles floating in suspension, like a soup, where the Brownian movement of particles doesn’t follow any definable pattern. The commonality of these two extremes is that none of them can actually harbor life. A living cell enforces structure through its membrane and internal organization but it also allows for molecular movement or it wouldn’t function properly. The cell is in state of structured flux, just like walking is a state of sustained unbalance. Similarly, a game restricts the possible behaviours through the structure of its rules, but still allows for enough variability for the players to select their own moves. A game that is too directive wouldn’t allow for any uncertainty and wouldn’t incidentally be any fun.

Also read: Fun and uncertainty – Uncertainty is the key ingredient of fun.

Gameplay is balance between structure and variation

Gameplay is balance between structure and variation

The universe around us is organized and the most obvious examples of it are the repetitive patterns of nature. From planets revolving and orbiting, to the tides and seasons on Earth, cycles are everywhere, and it only seems natural that living cells also had to follow the same type of timely organization with one of their most essential activities: cellular division. In his book, A Theory of Fun for Game Design (2004), Raph Koster described at length how the human brain is attuned to patterns and how this impacts the way we enjoy games. The universe is structured by patterns, cycles and rules, but they are so numerous and deeply intertwined that it is impossible for us to comprehend it as a whole. We can only understand it through deconstruction. By using abstraction, we simplify phenomena and analyze them in isolation. By removing parts of the whole to better decipher them, we turn them into symbols, we “grok” them as Koster (after Heinlein) says. Symbols are our tools to see through the maddening complexity of reality, the noise, understand its inner working, and interact with it.

Gameplay as a symbolic system

The way we create abstractions of reality is by using organized symbolic systems like language and mathematics. If we look at them from the perspective of structure and variation we can try to draw comparisons with gameplay. Firstly, symbolic systems operate under the constraints of high level principles that direct their use. Language for instance is structured by rules such as syntax and semantics. If those rules aren’t respected, and the symbolism isn’t shared, then its value becomes greatly diminished as the message will be harder to decode on the receiving end. Similarly, any mathematical reasoning must abide by the laws of logic or be totally futile. As an intellectual construction, we can define our own governing principles to structure the functioning of our symbolic system and shape the domain of abstraction we want to work in. For instance, Euclid stated for his geometry a series of axioms that he based his study on. He could then prove a series of theorems that derived from them. But geometries based on different axioms are possible. Change the initial postulates, change the shape of the abstraction, and you will be able to develop different theorems that function within this new system. This is akin to the difference between different programming languages, they all define a rigid framework, each with its specific function. Music functions in the same way as each musical genre defines its own harmonic scale. At the highest level, symbolic systems rely on the definition of structuring principles. They shape and organize the resulting space of abstraction, as the modification of those rules transforms the symbolic tool as well as its field of application.

Furthermore, the actual content that we create when we use these symbolic systems is akin to defining more explicit norms. A program defines how a computer is to behave, a sentence is generally codified to enforce a specific meaning to be transmitted, a melody is one fixed series of notes among all the options allowed by a given harmonic scale. These gems of meaning are ordered elements in the vast space of possibility shaped by the high level principles. Symbolic systems are organized as a layered alternation of normative principles that define a space of possible options, variation within the structure.

Harmonic_Tension

Reaction to harmonic tension

Lastly, it is also notable that symbolic systems allow for norm-bending. Poetry, for example, can twist the conventions of language and play with its rigid limits. Similarly, musicians can be expressive in how they work with harmony as they can follow it exactly by using a major scale, or stray slightly away from the established norm by using a minor scale. Harmonic modulation, or the slight modification of the tonal key, induces a harmonic tension that finds resolution as the tune goes back to consonance. Again, structured play demonstrates balance between structure and variation, the establishment of norms and sometimes their challenge.

Games appear to me in a very similar fashion. The rules become the norms that restrict player behaviour, but should also give him enough leeway for him to express choices and actually learn about the problem he is facing through interaction. These restrictions are not so much limitative but instead propose abstracted problems to offer a clear challenge and allow players to learn to provide adapted solutions. Gameplay is the result of that norm that structures the variations in player behaviour. This leads me to propose this definition.

Gameplay: A symbolic representation of a problem that structures a space of possibilities to allow for the research and evaluation of solutions.

But if gameplay shares the same functional basis as these other symbolic structures that define local norms while respecting their own intrinsic rules and principles, it might mean that gameplay also comes with its own set of meta-principles that would actually help us design games! This is what we’ll explore in the second part of this article.

Also read: Understanding Gameplay – Part Two: Technique – Learn how to use this definition to create gameplay.

WiktionaryRate this definition:0.0 / 0 votes

  1. gameplaynoun

    The totality of player experiences during the interaction with a video game

WikipediaRate this definition:0.0 / 0 votes

  1. Gameplay

    Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player’s connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play.

FreebaseRate this definition:0.0 / 0 votes

  1. Gameplay

    Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player’s connection with it. Video game gameplay is distinct from graphics, and audio elements.

How to pronounce gameplay?

How to say gameplay in sign language?

Numerology

  1. Chaldean Numerology

    The numerical value of gameplay in Chaldean Numerology is: 8

  2. Pythagorean Numerology

    The numerical value of gameplay in Pythagorean Numerology is: 8

Examples of gameplay in a Sentence

  1. Ann Furedi:

    We can no longer stand back and watch this shameful political gameplay with women’s health at a time of national crisis, we will no longer be complicit in government policy of booking bleeding, vomiting women on interminable ferry journeys, putting their health at serious risk.

  2. Josh Boykin:

    There’s just such a broad world of games right now in terms of the stories that are being told, the environments that you can explore, the gameplay styles, it can sometimes be hard to find out about those kinds of experiences from some of the larger [ streamers ] or from some of the larger viewer bases.

  3. James Rolfe:

    We should explain this as like a whole other challenge of gameplay, is when you’re on like a time limit. I have to watch my kids in three minutes right now, and I’m on the very last part of Mega Man X. That is tense shit.

  4. Daniel Ahmad:

    The game may have simply been taken down due to sensitivities around the topic and gameplay of the title given the recent COVID-19 outbreak.

  5. Mike Kerr:

    We’re listening to the audience that we have now, and as we go live, we’re going to continue to listen to the audience, once we can get people into that gameplay, we feel pretty confident they’re gon na love it, and hopefully we can build a great community out of it.

Popularity rank by frequency of use

gameplay#10000#11769#100000


Translation

Find a translation for the gameplay definition in other languages:

Select another language:

  • — Select —
  • 简体中文 (Chinese — Simplified)
  • 繁體中文 (Chinese — Traditional)
  • Español (Spanish)
  • Esperanto (Esperanto)
  • 日本語 (Japanese)
  • Português (Portuguese)
  • Deutsch (German)
  • العربية (Arabic)
  • Français (French)
  • Русский (Russian)
  • ಕನ್ನಡ (Kannada)
  • 한국어 (Korean)
  • עברית (Hebrew)
  • Gaeilge (Irish)
  • Українська (Ukrainian)
  • اردو (Urdu)
  • Magyar (Hungarian)
  • मानक हिन्दी (Hindi)
  • Indonesia (Indonesian)
  • Italiano (Italian)
  • தமிழ் (Tamil)
  • Türkçe (Turkish)
  • తెలుగు (Telugu)
  • ภาษาไทย (Thai)
  • Tiếng Việt (Vietnamese)
  • Čeština (Czech)
  • Polski (Polish)
  • Bahasa Indonesia (Indonesian)
  • Românește (Romanian)
  • Nederlands (Dutch)
  • Ελληνικά (Greek)
  • Latinum (Latin)
  • Svenska (Swedish)
  • Dansk (Danish)
  • Suomi (Finnish)
  • فارسی (Persian)
  • ייִדיש (Yiddish)
  • հայերեն (Armenian)
  • Norsk (Norwegian)
  • English (English)

Word of the Day

Would you like us to send you a FREE new word definition delivered to your inbox daily?


Citation

Use the citation below to add this definition to your bibliography:

Are we missing a good definition for gameplay? Don’t keep it to yourself…

Понравилась статья? Поделить с друзьями:
  • Is fuzzier a word
  • Is furthering a word
  • Is funnier and funniest a word
  • Is funnier a word or is it more funny
  • Is funnier a word in the dictionary