ABSTRACT

Chapter 11 discusses the macro components and elements of the gameplay analysis model for us to understand how the micro components and elements combine with one another to form the higher-level constituents of the gameplay analysis framework. I first conceptualise the move as the smallest unit of gameplay. The move starts with the player’s action and interacts with the system’s response to form an exchange or feedback/gameplay loop. A series of gameplay exchanges combine to form the gameplay phase types. The highest level of the gameplay analysis model is the gameplay stage which I define as single playthrough of the video game. Following that, I provide a brief discussion of the feature of “multi-linearity” in video gameplay in order to account for the different ways in which different players interact with different video games, depending on the game structure and the players. This chapter ends with an application of the gameplay analysis model on a gameplay segment to demonstrate how it can be applied to analyse and understand the player’s interaction with the game.