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gamelancentered

Gamelancentered is a term used in game studies and design to describe an approach that places games at the center of development, education, and cultural practice. It characterizes systems, spaces, and activities organized around the experience of playing, rather than treating games as adjuncts to other activities. The term is used in informal discourse by designers, educators, and researchers to describe practices that prioritize player agency, open-ended play, and community participation.

Contexts and scope: The concept applies to software platforms that foster user-generated content, curricula that integrate

Key principles: Emergent gameplay and replayability; participatory design and co-creation; accessibility and inclusive design; openness, interoperability,

Implementation: Designers may employ modular toolchains, open licenses, transparent feature reviews, and iteration processes that solicit

Impact and critique: As a descriptive framework, gamelancentered highlights how games can shape learning, collaboration, and

See also: game-based learning, participatory design, user-centered design, game studies, ludology.

game-like
mechanics
for
problem
solving,
and
community
initiatives
that
use
play
to
support
collaboration
and
social
bonding.
Proponents
argue
that
gamelancentered
approaches
can
increase
motivation
and
creativity,
while
critics
caution
that
the
term
is
broad
and
risks
conflating
distinct
practices
such
as
gameful
design,
serious
games,
and
traditional
entertainment
games.
and
modular
architectures;
and
community
governance
that
prioritizes
safe,
welcoming
participation.
feedback
from
players
before
shipping
major
changes.
culture
but
can
be
difficult
to
evaluate
and
compare
across
contexts.
Critics
warn
against
overgeneralization
and
the
risk
of
privileging
game
forms
over
other
valuable
activities.