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Education

Master's
Thesis: Gameplay: The Elements of Interaction
Conclusion
In
the time that has elapsed since Steve Russell and his friends released
Spacewar on the PDP-1, the software and hardware used to produce
videogames has changed dramatically. In fact, today's production
methods bear little or no resemblance to the methods used during
the embryonic era of game development. During the decades since
Spacewar, gameplay has emerged as the deciding factor in defining
whether a game is memorable and fun, or just another superficial
jaunt into a uni-dimensional digital environment.
If
the elements of gameplay are observed and understood by game designers
then interaction with videogames, at both the emotional and the
control level, will continue to be fun. However, if the focus shifts
away from gameplay onto the more general aesthetic qualities that
games can provide then their appeal will inevitably wane as their
novelty value wares off. Graphical realism - sometimes referred
to as 'gold-plating', will always be a crucial element in games,
and as such must not be overlooked. But gameplay constitutes the
most important and potent of all the components used in game production
today and in the future.
The
thirst for new and exciting experiences in video games is so insatiable
that the future may herald an expanded - and in some cases totally
re-defined, set of gameplay axioms. The only limiting factor will
be our imagination and how far we are willing to explore the emotional
and physical sensations produced by interacting with a machine.
References
Costikyan, Greg, 1994 "I Have No Words & I Must
Design", Interactive Fantasy, Hogshead Publishing Ltd,
London.
Crawford, Chris 1982 The Art Of Computer Game Design, 'Online'
Electronic Edition,
Ferguson, Nicholas, 1998 Immersion And Emotion: The Psychological
Impact Of Video Games
Griffiths, M.D., 1991 "Amusement machine playing in childhood
and adolescence: a comparative analysis of video games and fruit
machines", Journal of
Adolescence. Vol 14, 53-73.
Greenfield, Patricia Marks, 1984 Mind And Media - The effects
of Television, Computers and Video Games, Hazell Watson &
Viney Ltd, Bucks.
Hertz, J.C, 1997 Joystick Nation: How Videogames Gobbles Our
Money, Won Our Hearts And Rewired Our Minds, Abacus, London.
Howland, Geoff, 1998 Game Design: The Essence of Computer Games
Parsons, David, 1997 Object Oriented Programming With C++
Second Edition, Letts Educational, London.
Poole, Steven, 2000 Trigger Happy: The Inner Life Of Videogames,
Fourth Estate Limited, London.
Richard, Rouse III, 2000 Game Design: Theory and Practise,
Wordware Publishing, USA.
Rollings, Andrew; Morris, Dave, 2000 Game Architecture And Design,
The Coriolis Group, Arizona.
Saltzman, Marc, 2000 Game Design: Secrets Of The Sages - Second
Edition, Macmillan Publishing, Indianapolis.
Turkle, Sherry, 1984 The Second Self: Computers And The Human
Spirit, Simon & Schuster, N.Y.
'The Rules of the Game' (not authored), 1994 Edge magazine,
n. 12, September, Pp.46-52.
Definition of 'Convergence' cited at: http://www.webopedia.com/TERM/c/convergence.html
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