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What is Gameplay

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
The overall quality and “fun” factor of the game. Are the challenges in the game balanced, well-designed and engaging?
Published in Chapter:
Making Exergames Appealing: An Assessment of Commercial Exergames
Emmanuel Agu (Worcester Polytechnic Institute, USA), Bengisu Tulu (Worcester Polytechnic Institute, USA), Amorn Chokchaisiripakdee (Worcester Polytechnic Institute, USA), Nuttaworn Sujumnong (Worcester Polytechnic Institute, USA), and Latthapol Khachonkitkosol (Worcester Polytechnic Institute, USA)
DOI: 10.4018/978-1-4666-9522-1.ch014
Abstract
While exergames are becoming mainstream with increasing sales, fewer exergame units are still sold annually than non-exergame video games. For instance, in 2013 there was only one exergame (Just Dance 4) in the list of top 10 games sold. In this chapter, the authors attempt to determine (1) if a gap exists in appeal between exergames and non-exergame video games, (2) the factors that make video games more or less appealing to an audience, and (3) people's perceptions of whether playing exergames can help them become healthier. The authors reviewed literature, conducted reviews of top 10 video games, analyzed Amazon.com user comments on the top selling exergames, and conducted an online survey to understand gamer perceptions of exergames and non-exergame video games. Through this work, an evaluation tool that could be utilized by other researchers was developed. The recommendations at the end of this chapter could also help game designers in improving the appeal of exergames.
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Massive Multiplayer Online Role-Playing Games as English as a Foreign Language Learning Environments
The concept used to define the way players interact with the video game. It is additionally considered as the way the game is played, considering rules, plot, objectives and how to achieve them, as well as the player's overall experience.
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PLAYER: A European Challenge Game to Discover Young Entrepreneurs
In referring to digital games, the experience of an interactive system by an end-user as it relates, specifically, to the concrete formal arrangement of its expressive elements along a coherent, consistent and intelligible set of rules. Also, the result of the end-user’s interaction with the meaning-producing elements in a game or game-like system, strictly as organized by its game mechanics.
Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
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