CMPM176 - In-Depth Analysis of Gameplay Loops and Game Mechanics
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Homework Assignment
AI Summary
This assignment provides a detailed analysis of gameplay loops, differentiating between reinforcing and balancing loops, and explaining the concepts of source, stock, and converter within the context of game design. It explores the core loop and its relationship with a player's mental model and the game's internal model. Furthermore, it describes a combat loop and the concept of the outermost loop, as defined by Sellers. The assignment uses examples from various games to illustrate these concepts, providing a comprehensive understanding of how these elements contribute to player engagement and overall game design. Desklib offers a platform for students to access this and many other solved assignments and past papers.

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Running head: GAMEPLAY LOOPS
Game Play Loops
Student’s Name
School Affiliation
Running head: GAMEPLAY LOOPS
Game Play Loops
Student’s Name
School Affiliation
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GAMEPLAY LOOPS
Introduction
Gameplay Loop – refers to a game design that is utilized to explain the repetitive operations
which a player will take some time while playing a game. It significantly, explains what the
gamer does while gaming (Ambinder, 2011). Each level you accomplish in Super Mario Run,
Pokemon you gain in Pokemon Run as well as level you get in last Fantasy XV. For instance, the
game of shooting might operate as follows:
A target displays
You focus on the target
You push the trigger
The projectile shifts towards the point of focus
You hit the point of focus
The focus point loses life.
Di erence between reinforcing and balancing loops.ff
Reinforcing as well as balancing loops can be viewed as the equivalent supporting blocks of
complicated social as well as economic architecture. The simple structures come together in an
infinite type of methods to create a complicated system which we as controllers are required to
monitor. To begin with, the reinforcing loop creates both developments as well as decay, that is,
component adjustment in a single direction with even several changes (Guardiola, 2016). For
instance, in the worker-supervisor reinforcing loop, the reinforcement that is positive from the
manager is able to produce good worker performance, whereas reinforcement that is negative can
generate poor worker operation over the period of time. While the balancing loop that resists
more increment in a specific direction. Balancing loop attempt to put things to an expected state
as well as keeping them there, much such as a thermostat controls the temperature in the room.
Description of the terms source, stock, and converter
Source refers to the room of origin of the player when accomplishing a given game to achieve.
Consider the example below:
GAMEPLAY LOOPS
Introduction
Gameplay Loop – refers to a game design that is utilized to explain the repetitive operations
which a player will take some time while playing a game. It significantly, explains what the
gamer does while gaming (Ambinder, 2011). Each level you accomplish in Super Mario Run,
Pokemon you gain in Pokemon Run as well as level you get in last Fantasy XV. For instance, the
game of shooting might operate as follows:
A target displays
You focus on the target
You push the trigger
The projectile shifts towards the point of focus
You hit the point of focus
The focus point loses life.
Di erence between reinforcing and balancing loops.ff
Reinforcing as well as balancing loops can be viewed as the equivalent supporting blocks of
complicated social as well as economic architecture. The simple structures come together in an
infinite type of methods to create a complicated system which we as controllers are required to
monitor. To begin with, the reinforcing loop creates both developments as well as decay, that is,
component adjustment in a single direction with even several changes (Guardiola, 2016). For
instance, in the worker-supervisor reinforcing loop, the reinforcement that is positive from the
manager is able to produce good worker performance, whereas reinforcement that is negative can
generate poor worker operation over the period of time. While the balancing loop that resists
more increment in a specific direction. Balancing loop attempt to put things to an expected state
as well as keeping them there, much such as a thermostat controls the temperature in the room.
Description of the terms source, stock, and converter
Source refers to the room of origin of the player when accomplishing a given game to achieve.
Consider the example below:

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GAMEPLAY LOOPS
Stock – is a kind of security that means proprietorship in an organization and speaks to a case on
part of the enterprise's benefits and income.
Converter.
Conversion is the generation of a diversion on one PC or comfort that was initially composed for
another framework. Throughout the years, computer game change has taken frame in various
distinctive routes, both in their style and the technique in which they were changed over.
Describe a core loop and the relationship between a player’s mental modeland thegame’s
internal model.
Core loop refers to what the game entails and its purpose for instance lets consider a car meant
for high operation has various core compared to the core made for a vast family. Considering the
above example both cars have a different objective to fulfill and the properties of care of might
be different too in emphasis of its core.
Mental models are mental portrayals of the outside world that people continually utilize when
they associate with the earth and frameworks inside it. These psychological models are to some
extent established by a hidden structure of related ideas that are changed as a man picks up
GAMEPLAY LOOPS
Stock – is a kind of security that means proprietorship in an organization and speaks to a case on
part of the enterprise's benefits and income.
Converter.
Conversion is the generation of a diversion on one PC or comfort that was initially composed for
another framework. Throughout the years, computer game change has taken frame in various
distinctive routes, both in their style and the technique in which they were changed over.
Describe a core loop and the relationship between a player’s mental modeland thegame’s
internal model.
Core loop refers to what the game entails and its purpose for instance lets consider a car meant
for high operation has various core compared to the core made for a vast family. Considering the
above example both cars have a different objective to fulfill and the properties of care of might
be different too in emphasis of its core.
Mental models are mental portrayals of the outside world that people continually utilize when
they associate with the earth and frameworks inside it. These psychological models are to some
extent established by a hidden structure of related ideas that are changed as a man picks up
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GAMEPLAY LOOPS
involvement with a framework or space. Computer games give a setting that energizes the
advancement of complex mental models. The momentum explores tried to see how mental model
structures contrast between computer game players of different knowledge levels.
Combat Loop
The Combat Loop (DCL) is the most developed sheath and holster connection presented in
years. This belt mounting connection chips away at KYDEX®, HOLSTEX®, Boltaron®, and
cowhide sheaths and weapon holsters (Clark, Greenberg, and Ouellette, 2018). The plan of the
Combat Loop enables the appended thing to be conveyed in the vertical or level position on belts
and web equip. This connection works like an entryway swinging shut and fitting properly for a
safe convey.
Outermost Loop
The counterclockwise paths of movement on an orbital roadway for activity that drives on the
right, or the clockwise paths of movement for activity that drives on the left.
GAMEPLAY LOOPS
involvement with a framework or space. Computer games give a setting that energizes the
advancement of complex mental models. The momentum explores tried to see how mental model
structures contrast between computer game players of different knowledge levels.
Combat Loop
The Combat Loop (DCL) is the most developed sheath and holster connection presented in
years. This belt mounting connection chips away at KYDEX®, HOLSTEX®, Boltaron®, and
cowhide sheaths and weapon holsters (Clark, Greenberg, and Ouellette, 2018). The plan of the
Combat Loop enables the appended thing to be conveyed in the vertical or level position on belts
and web equip. This connection works like an entryway swinging shut and fitting properly for a
safe convey.
Outermost Loop
The counterclockwise paths of movement on an orbital roadway for activity that drives on the
right, or the clockwise paths of movement for activity that drives on the left.
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GAMEPLAY LOOPS
References
Ambinder, M. (2011, March). Biofeedback in gameplay: How valve measures physiology to
enhance the gaming experience. In game developers conference (Vol. 2011).
Guardiola, E. (2016, November). The Gameplay Loop: a Player Activity Model for Game
Design and Analysis. In Proceedings of the 13th International Conference on Advances in
Computer Entertainment Technology (p. 23). ACM.
Clark, C., Greenberg, I., & Ouellette, M. (2018, May). A model for integrating human computing
into commercial video games. In 2018 IEEE 6th International Conference on Serious Games
and Applications for Health (SeGAH) (pp. 1-8). IEEE.
GAMEPLAY LOOPS
References
Ambinder, M. (2011, March). Biofeedback in gameplay: How valve measures physiology to
enhance the gaming experience. In game developers conference (Vol. 2011).
Guardiola, E. (2016, November). The Gameplay Loop: a Player Activity Model for Game
Design and Analysis. In Proceedings of the 13th International Conference on Advances in
Computer Entertainment Technology (p. 23). ACM.
Clark, C., Greenberg, I., & Ouellette, M. (2018, May). A model for integrating human computing
into commercial video games. In 2018 IEEE 6th International Conference on Serious Games
and Applications for Health (SeGAH) (pp. 1-8). IEEE.
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