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dc.contributor.authorJuul, Jesper
dc.contributor.authorNorton, Marleigh
dc.date.accessioned2015-12-21T18:13:32Z
dc.date.available2015-12-21T18:13:32Z
dc.date.issued2009-04
dc.identifier.isbn9781605584379
dc.identifier.urihttp://hdl.handle.net/1721.1/100460
dc.description.abstractIn video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that "easy interface and challenging gameplay" is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself.en_US
dc.language.isoen_US
dc.publisherAssociation for Computing Machinery (ACM)en_US
dc.relation.isversionofhttp://dx.doi.org/10.1145/1536513.1536539en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceMIT web domainen_US
dc.titleEasy to use and incredibly difficult: on the mythical border between interface and gameplayen_US
dc.typeArticleen_US
dc.identifier.citationJesper Juul and Marleigh Norton. 2009. Easy to use and incredibly difficult: on the mythical border between interface and gameplay. In Proceedings of the 4th International Conference on Foundations of Digital Games (FDG '09). ACM, New York, NY, USA, 107-112.en_US
dc.contributor.mitauthorJuul, Jesperen_US
dc.contributor.mitauthorNorton, Marleighen_US
dc.relation.journalProceedings of the 4th International Conference on Foundations of Digital Games (FDG '09)en_US
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/ConferencePaperen_US
eprint.statushttp://purl.org/eprint/status/NonPeerRevieweden_US
dspace.orderedauthorsJuul, Jesper; Norton, Marleighen_US
mit.licensePUBLISHER_POLICYen_US
mit.metadata.statusComplete


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