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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 the development of Game Design ers in the 1980s, ''gameplay'' was used solely within the context of Video or Computer Game s, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, the term "gameplay" in video game terminology is used to describe the overall experience of playing the game excluding the factors of graphics, sound, and the storyline. The term " Game Mechanics " refers to sub-elements of the gameplay, but particularly the primary control and movement features of the game (thus excluding things like level design or AI).

One criticism of the word ''gameplay'' is that it is a largely meaningless or empty term, superseded by other concepts established in the repertoire of Perception , Anthropology , and general diversified Psychology . The use of the term may be an indication that current game design theories remain primitive and underdeveloped noting that, for example, cinema does not require "movie-watch" nor novels "book-read" in order that these (non-interactive) media be described formally.1 Current academic discussions tend to favor more practical terms such as " Game Mechanic s".

Despite this criticism, the term ''gameplay'' has gained acceptance in popular gaming nomenclature, as it succinctly indicates a domain of perceptual concepts not readily accessible by other phrases. Some gaming reviews give a specific score for gameplay, along with graphics, sound, and longevity. Many consider "gameplay" to be the most important indicator of the quality of a game. Many game critics feel that gameplay in games is analogous with narrative in fiction, and serves as the foundation to which other elements (for example, story) are added. Those who counter the art theory of game point out that games are essentially .


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