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Video game genre (Video Games)

AUTHOR strategy’ on Wikipedia, regardless of the fact that Tim Wulf, Daniel Possler, Johannes Breuer they have rather different settings (science- fic tion vs. historic). KEYWORDS video games, types of games, characteris- To ensure that games are classified into a few, tics, themes, genre clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), BRIEF DESCRIPTION many content analyses define potential values of The variable ‚genre‘ aims to identify and compare the genre variable in a first step (see below). For different types of games, mainly in terms of ga- example, while IGN (www.ign.com) currently ca- meplay differences (i.e., rules and players’ possi- tegorizes games in 27 different genre categories, bilities to interact with a game). Genre is usually studies mostly only differentiate between 9-15 coded by using external databases, genres (see below). In a second step, the appro- such as those published on journalistic websites. priate value of the variable for a given game is coded based on the external sources. Additio- FIELD OF APPLICATION/THEORETICAL FOUNDATION nally, rules need to be developed that determi- The variable ‘genre’ is often used in content ana- ne how to deal with potential conflicts. At first, lyses of video games to identify and compare if coding is based on multiple sources, it needs different types of games. Lynch et al (2016), for to be decided how to deal with potential conflicts example, investigate whether the number of se- between these sources. For example, Haninger xualized characters differ between various video and Thompson (2004) report that “the genre game genres (Action, Adventure, Fighting, Plat- most frequently used” (p. 867) was coded in such former, Role-Playing-Game, Shooter). However, cases. In contrast, Lynch and colleagues (2016) the definition and validity of different genre lists prioritized entries in the IGN database and only is controversially discussed in the literature (e.g., used additional sources (GiantBomb and Wikipe- Arsenault, 2009). dia) if information was lacking. Moreover, scho- lars need to decide how to deal with multiple Most content analytic studies adopt the value of categorizations of a given game in the same data- the genre variable for a given game from an ex- base (e.g., 1602 is classified as ‘real-time ternal source. Most commonly, scholars use one strategy’ and ‘city-building game’ on Wikipedia). or more databases published on journalistic vi- Lynch and colleagues (2016), for instance, coded deo game websites (www.ign.com; www.game- the first genre from their list which was mentio- spot.com; www.giantbomb.com), on Wikipedia ned in the database. Finally, scholars must also or the database of the Entertainment Software ensure that their shortened (step 1) Rating Board (www.esrb.org). Most of the genre is consistent with the potentially more detailed classifications in these databases are based on classification approach of external databases or gameplay characteristics rather than narrative develop a scheme that defines the corresponden- themes. For example, both the game Starcraft ce between these lists. as well as are classified as ‘real-time

https://doi.org/10.34778/3f © 2021, the authors. This work is licensed under the “Creative Commons Attribution – NonCommercial – NoDerivatives 4.0 International” license (CC BY-NC-ND 4.0) 1 | 3 REFERENCES/COMBINATION WITH OTHER groups of games. Moreover, games could be clus- METHODS OF DATA COLLECTION tered on the basis of their textual descriptions, Scholars may also use survey methods to classi- for example, in Wikipedia articles. Automated fy games in homogeneous groups. For example, methods, such as latent semantic analysis, can experts or players could be asked to evaluate be used for this purpose (e.g. Ryan et al., 2015). several games on multiple dimensions, such as and gameplay mechanics. Subsequent EXAMPLE STUDIES statistical cluster analysis (e.g., hierarchical clus- see Table 1 tering) could be applied to identify homogeneous

Table 1. Example studies.

Coding material Measure Operationalization Unit(s) of Source(s) analysis (reported reliability of coding)

Entry of a game Genre Predefined list of genres: Game Lynch et al., in the video game “action, adventure, casual, 2016 (relia- database published children’s entertainment, bility not on the journalistic family entertainment, stated) website IGN; if fighting, flight simulation, information was horror, platformer, racing, unavailable the role-playing game (RPG), website GiantBomb shooter, sports, strategy, as well as Wikipe- or other/indeterminable” dia were used (p. 562)

Entry of a game in Genre Predefined list of genres: Game Haninger & video game data- “action, adventure, fight- Thompson, bases published on ing, racing, role-playing, 2004 (relia- journalistic web- shooting, simulation, bility not sites (IGN, Game- sports, strategy, or trivia” stated) Spot, GameFAQs) (p. 857) and the database of the Entertainment Software Rating Board

Entry of a game Genre Predefined list of genres: Game Smith et al., in the video game “adventure, flight simula- 2003 (relia- database of the En- tor, fighting, music, role- bility not tertainment Soft- playing, racing, shooter, stated) ware Rating Board sports, or strategy/puzzle” (p. 65)

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REFERENCES Arsenault, D. (2009). , Evo- lution and Innovation. Eludamos. Journal for Computer Game Culture, 3(2), 29. Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. JAMA: The Journal of the Ameri- can Medical Association, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secon- dary: A Content Analysis of Female Cha- racters in Video Games across 31 Years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237 Ryan, J. O., Kaltman, E., Mateas, M., & War- drip-Fruin, N. (2015). What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natu- ral Language Processing. Proceedings of the 10th International Conference on the Foundations of Digital Games, 10. Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quanti- fying the presentation of violence and its context. Journal of Broadcasting & Elec- tronic Media, 47(1), 58–76. https://doi. org/10.1207/s15506878jobem4701_4

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