Abstract
The aim of this article is to present an updated version of our previous theory of gameplay. “Gameplay” is a term often used without a clear definition or consistent application. In this article, we propose categorizing gameplay into three distinct yet interconnected layers: the first emphasizing temporality, the second highlighting spatiality, and the third pinpointing emotion as anchor point. Our model and understanding are influenced by the philosophy of phenomenology, particularly Husserl's objective examination of the first-person perspective in perceptual experience—a commendable approach for blending formalism with real-time experience without resorting to subjectivism or psychologism. We offer an analytical and methodological framework for understanding gameplay, relying on micro-tensions to elucidate gameplay as a structural entity as well as an experiential phenomenon. As we shall demonstrate, micro-tensions are present within each of the three layers, paving the way for the entirety of gameplay—referred to by gamers as “great gameplay.”
Published Version
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