Chris Crawford on Game Design
Game Architecture and Design
Morphological study of the video games
Proceedings of the 3rd Australasian conference on Interactive entertainment
How to integrate domain-specific languages into the game development process
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound
The six facets of serious game design: a methodology enhanced by our design pattern library
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
International Journal of Web-Based Learning and Teaching Technologies
A Taxonomy for and Analysis of the MMOG Landscape
Proceedings of International Workshop on Massively Multiuser Virtual Environments
Aspects of the Integration of Games into Educational Processes
International Journal of Knowledge Society Research
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This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called "Gameplay Bricks". The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, especially the link they seem to have with two types of game rules: the rules that allow the player to "manipulate" the elements of the game, and the rules defining the "goal" of the game. This study will lead to an hypothesis about the nature of gameplay.