You may find the essay a bit citation-heavy and, in the end, think that it is a lot of examples and theory that lead to a simple set of terms...but this sort of research is important for establishing the relationship of game studies to larger scholarly frameworks, and I think this essay does so in a very accessible fashion.
http://gamestudies.org/1401/articles/scullyblaker
This paper discusses the emergent gameplay practice known as speedrunning, or the process of completing a game as quickly as possible without the use of cheats or cheat devices, and its relation to games as narrative spaces. By using Michel de Certeau’s notion of a spatial practice and Paul Virilio’s discussion of the violence of speed as frameworks for the discussion, this paper articulates two conceptual definitions by which to classify speedruns - finesse runs and deconstructive runs. Finesse runs are those in which the narrative architecture of the gamespace is largely left intact while deconstructive runs are those in which Virilio’s violence of speed is on full display as de Certeau’s narrative boundaries are torn down by the player. Distinct from but vital to the discussion of speedrunning in relation to games as narrative spaces is an articulation of two sets of rules that a player encounters in a game - implicit rules and explicit rules. Implicit rules are those which exist by virtue of Huizinga’s Magic Circle, by virtue of an assumption that the virtual world of a game is whole. Explicit rules are those which actually govern the game, the rules that speedrunners seek out in an effort to circumvent entire sequences of gameplay. Speedrunning is shown to be a spatial practice within a spatial practice, or a Practiced Practice.