Creative possibilities of repetition in videogame aesthetics

[EN] Videogame designers combine variable elements such as goals and challenges with repetitive ones ranging from props and textures recurrently used to mechanics that make the player perform the same actions time and again. Despite the importance of repetitive factors to provide for a consistent ga...

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Detalles Bibliográficos
Autor: Lozano Muñoz, Alejandro
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2018
País:España
Institución:Universidad de Salamanca (USAL)
Repositorio:GREDOS. Repositorio Institucional de la Universidad de Salamanca
OAI Identifier:oai:gredos.usal.es:10366/160338
Acceso en línea:http://hdl.handle.net/10366/160338
Access Level:acceso abierto
Palabra clave:Gameplay
Design
Repetition
7202.01 Estética
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spelling Creative possibilities of repetition in videogame aestheticsLozano Muñoz, AlejandroGameplayDesignRepetition7202.01 Estética[EN] Videogame designers combine variable elements such as goals and challenges with repetitive ones ranging from props and textures recurrently used to mechanics that make the player perform the same actions time and again. Despite the importance of repetitive factors to provide for a consistent game experience, repetition can be treated as a symptom of a deficient design by researchers and creators. The primary goal of this paper is to make a point of the importance of repetition in videogame design to help both to study further this aspect of this medium and to offer new insights for game creators. To do so, we first provide a list of some of the most common forms of repetition in which players engage while they play. We also analyze three case studies of games that have made use of repetition as a key element of their mechanics to introduce key features and nuances.Mimesis Edizioni202420242018info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10366/160338reponame:GREDOS. Repositorio Institucional de la Universidad de Salamancainstname:Universidad de Salamanca (USAL)InglésAttribution-NonCommercial-NoDerivatives 4.0 Internacionalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:gredos.usal.es:10366/1603382026-06-07T06:28:51Z
dc.title.none.fl_str_mv Creative possibilities of repetition in videogame aesthetics
title Creative possibilities of repetition in videogame aesthetics
spellingShingle Creative possibilities of repetition in videogame aesthetics
Lozano Muñoz, Alejandro
Gameplay
Design
Repetition
7202.01 Estética
title_short Creative possibilities of repetition in videogame aesthetics
title_full Creative possibilities of repetition in videogame aesthetics
title_fullStr Creative possibilities of repetition in videogame aesthetics
title_full_unstemmed Creative possibilities of repetition in videogame aesthetics
title_sort Creative possibilities of repetition in videogame aesthetics
dc.creator.none.fl_str_mv Lozano Muñoz, Alejandro
author Lozano Muñoz, Alejandro
author_facet Lozano Muñoz, Alejandro
author_role author
dc.subject.none.fl_str_mv Gameplay
Design
Repetition
7202.01 Estética
topic Gameplay
Design
Repetition
7202.01 Estética
description [EN] Videogame designers combine variable elements such as goals and challenges with repetitive ones ranging from props and textures recurrently used to mechanics that make the player perform the same actions time and again. Despite the importance of repetitive factors to provide for a consistent game experience, repetition can be treated as a symptom of a deficient design by researchers and creators. The primary goal of this paper is to make a point of the importance of repetition in videogame design to help both to study further this aspect of this medium and to offer new insights for game creators. To do so, we first provide a list of some of the most common forms of repetition in which players engage while they play. We also analyze three case studies of games that have made use of repetition as a key element of their mechanics to introduce key features and nuances.
publishDate 2018
dc.date.none.fl_str_mv 2018
2024
2024
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
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status_str publishedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/10366/160338
url http://hdl.handle.net/10366/160338
dc.language.none.fl_str_mv
Inglés
language_invalid_str_mv
Inglés
dc.rights.none.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 Internacional
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 Internacional
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Mimesis Edizioni
publisher.none.fl_str_mv Mimesis Edizioni
dc.source.none.fl_str_mv reponame:GREDOS. Repositorio Institucional de la Universidad de Salamanca
instname:Universidad de Salamanca (USAL)
instname_str Universidad de Salamanca (USAL)
reponame_str GREDOS. Repositorio Institucional de la Universidad de Salamanca
collection GREDOS. Repositorio Institucional de la Universidad de Salamanca
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