"gamist" meaning in English

See gamist in All languages combined, or Wiktionary

Adjective

Head templates: {{en-adj|?}} gamist
  1. (game design) Focused on gameplay (e.g. combat mechanics, winning the game) more than on roleplaying.
    Sense id: en-gamist-en-adj-05SygMa4 Categories (other): English entries with incorrect language header, Pages with 1 entry, Pages with entries
{
  "head_templates": [
    {
      "args": {
        "1": "?"
      },
      "expansion": "gamist",
      "name": "en-adj"
    }
  ],
  "lang": "English",
  "lang_code": "en",
  "pos": "adj",
  "senses": [
    {
      "categories": [
        {
          "kind": "other",
          "name": "English entries with incorrect language header",
          "parents": [
            "Entries with incorrect language header",
            "Entry maintenance"
          ],
          "source": "w"
        },
        {
          "kind": "other",
          "name": "Pages with 1 entry",
          "parents": [],
          "source": "w"
        },
        {
          "kind": "other",
          "name": "Pages with entries",
          "parents": [],
          "source": "w"
        }
      ],
      "examples": [
        {
          "ref": "2012 February 16, Gerald A. Voorhees, Joshua Call, Katie Whitlock, Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game, Bloomsbury Publishing USA, →ISBN, page 337:",
          "text": "The gamist agenda operates with a meta-directive in mind — in this case, to obtain the 'best ending'; […] While achieving a best ending in Suikoden II virtually requires a player to work, at some level, from a gamist stance, the desire or motivation that informs the sense that that 'best' ending is the desirable outcome is not as easily located. A player draws equally from gamist or narrativist agendas in this regard.",
          "type": "quote"
        },
        {
          "ref": "2020 August 20, Matt Coward-Gibbs, Death, Culture & Leisure: Playing Dead, Emerald Group Publishing, →ISBN, page 144:",
          "text": "At the same time, Brooks also suggests a 'gamist' attitude to the undead threat. 'Gamist' immersion contrast with narrativist or dramatist modes because it suggests players will focus on overcoming game challenges and finding optimal strategies rather than becoming involved in the story […]",
          "type": "quote"
        }
      ],
      "glosses": [
        "Focused on gameplay (e.g. combat mechanics, winning the game) more than on roleplaying."
      ],
      "id": "en-gamist-en-adj-05SygMa4",
      "links": [
        [
          "gameplay",
          "gameplay"
        ],
        [
          "roleplaying",
          "roleplaying"
        ]
      ],
      "qualifier": "game design",
      "raw_glosses": [
        "(game design) Focused on gameplay (e.g. combat mechanics, winning the game) more than on roleplaying."
      ]
    }
  ],
  "word": "gamist"
}
{
  "head_templates": [
    {
      "args": {
        "1": "?"
      },
      "expansion": "gamist",
      "name": "en-adj"
    }
  ],
  "lang": "English",
  "lang_code": "en",
  "pos": "adj",
  "senses": [
    {
      "categories": [
        "English adjectives",
        "English entries with incorrect language header",
        "English lemmas",
        "English terms with quotations",
        "Pages with 1 entry",
        "Pages with entries"
      ],
      "examples": [
        {
          "ref": "2012 February 16, Gerald A. Voorhees, Joshua Call, Katie Whitlock, Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game, Bloomsbury Publishing USA, →ISBN, page 337:",
          "text": "The gamist agenda operates with a meta-directive in mind — in this case, to obtain the 'best ending'; […] While achieving a best ending in Suikoden II virtually requires a player to work, at some level, from a gamist stance, the desire or motivation that informs the sense that that 'best' ending is the desirable outcome is not as easily located. A player draws equally from gamist or narrativist agendas in this regard.",
          "type": "quote"
        },
        {
          "ref": "2020 August 20, Matt Coward-Gibbs, Death, Culture & Leisure: Playing Dead, Emerald Group Publishing, →ISBN, page 144:",
          "text": "At the same time, Brooks also suggests a 'gamist' attitude to the undead threat. 'Gamist' immersion contrast with narrativist or dramatist modes because it suggests players will focus on overcoming game challenges and finding optimal strategies rather than becoming involved in the story […]",
          "type": "quote"
        }
      ],
      "glosses": [
        "Focused on gameplay (e.g. combat mechanics, winning the game) more than on roleplaying."
      ],
      "links": [
        [
          "gameplay",
          "gameplay"
        ],
        [
          "roleplaying",
          "roleplaying"
        ]
      ],
      "qualifier": "game design",
      "raw_glosses": [
        "(game design) Focused on gameplay (e.g. combat mechanics, winning the game) more than on roleplaying."
      ]
    }
  ],
  "word": "gamist"
}

Download raw JSONL data for gamist meaning in English (1.8kB)


This page is a part of the kaikki.org machine-readable English dictionary. This dictionary is based on structured data extracted on 2024-11-06 from the enwiktionary dump dated 2024-10-02 using wiktextract (fbeafe8 and 7f03c9b). The data shown on this site has been post-processed and various details (e.g., extra categories) removed, some information disambiguated, and additional data merged from other sources. See the raw data download page for the unprocessed wiktextract data.

If you use this data in academic research, please cite Tatu Ylonen: Wiktextract: Wiktionary as Machine-Readable Structured Data, Proceedings of the 13th Conference on Language Resources and Evaluation (LREC), pp. 1317-1325, Marseille, 20-25 June 2022. Linking to the relevant page(s) under https://kaikki.org would also be greatly appreciated.