Classification of Genres in Digital Games - Systematic Literature Mapping
Abstract
To define and understand the characteristics of digital games, we can analyze their genres, thereby understanding how academia comprehends digital games and their genres. Considering this, this study will address how academia defines and classifies game genres, and their methodologies using the SEGRESS method as a basis for creating a systematic literature mapping (SLM). In the search, 395 studies were found, and after filtering, 12 articles remained that present different ways of classifying games. This work helps academia understand and gather information about game classification, identifying main genres and characteristics for future classification development.
Keywords:
Digital Games, Classification, Genre, Taxonomy and Ontology, Systematic Literature Mapping
References
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Mayer, R., Neumayer, R., e Rauber, A. (2008). Rhyme and style features for musical genre classification by song lyrics. In Ismir, pages 337–342.
Min, A., Lee, H., e Lee, J. (2015). Developing a user-centric taxonomy of games using repertory grid analysis. In ICADIWT, pages 68–75.
Nieborg, D. B. e Hermes, J. (2008). What is game studies anyway? European Journal of Cultural Studies, 11(2):131–147.
Noy, N. F., McGuinness, D. L., et al. (2001). Ontology development 101: A guide to creating your first ontology.
Ribeiro, T. e Veloso, A. I. (2022). Playable characters in digital games: a genre taxonomy proposal. In 23rd International Conference on Intelligent Games and Simulation, GAME-ON, pages 32–37.
Rusňáková, Z. B.-L. (2016). The issue of game genre typology in the slovak online game-magazine sector. MARKETING IDENTITY Brands we love–part I., page 280.
Salaba, A. e Chan, L. M. (2023). Cataloging and classification: an introduction. Rowman & Littlefield.
Smith, E. T. e Basak, C. (2023). A game-factors approach to cognitive benefits from video-game training: A meta-analysis. PLoS One, 18(8):e0285925.
Steen, G. (1999). Genres of discourse and the definition of literature. Discourse Processes, 28(2):109–120.
Sullivan, A. e Salter, A. (2017). A taxonomy of narrative-centric board and card games. In Proceedings of the 12th International Conference on the Foundations of Digital Games, pages 1–10.
Truman, S., Rapp, N., Roth, D., e von Mammen, S. (2018). Rethinking real-time strategy games for virtual reality. In Proceedings of the 13th International Conference on the Foundations of Digital Games, pages 1–6.
Uman, L. S. (2011). Systematic reviews and meta-analyses. Journal of the Canadian Academy of Child and Adolescent Psychiatry, 20(1):57.
Vargas-Iglesias, J. J. (2020). Making sense of genre: The logic of video game genre organization. Games and Culture, 15(2):158–178.
Windleharth, T. W., Jett, J., Schmalz, M., e Lee, J. H. (2016). Full steam ahead: A conceptual analysis of user-supplied tags on steam. Cataloging & Classification Quarterly, 54(7):418–441.
Arsenault, D. (2009). Video game genre, evolution and innovation. Eludamos: Journal for computer game culture, 3(2):149–176.
Ben-Sadoun, G. e Alvarez, J. (2023). Gameplay bricks model, a theoretical framework to match game mechanics and cognitive functions. Games and Culture, 18(1):79–101.
Clarke, R. I., Lee, J. H., e Clark, N. (2017). Why video game genres fail: A classificatory analysis. Games and Culture, 12(5):445–465.
Cook, P. (2007). The cinema book. British Film Institute.
Derksen, M., Van Strijp, S., Kunst, A., Daams, J. G., Jaspers, M. W., e Fransen, M. (2020). Serious games for smoking prevention and cessation: A systematic review of game elements and game effects. Journal of the American Medical Informatics Association, 27(5):818–833.
Galanina, E., Achelov, E., e Sakharova, E. (2016). Ontology of video game virtual world. URL= [link], 7777.
Heintz, S. e Law, E. L.-C. (2015). The game genre map: A revised game classification. In Proceedings of the 2015 annual Symposium on computer-human Interaction in play, pages 175–184.
Keating, S., Lee, W.-C., Travis, W., e Jin Ha, L. (2017). The style of tetris is. . . possibly tetris?: Creative professionals’ description of video game visual styles. 50th Hawaii International Conference on System Sciences.
King, D., Delfabbro, P., e Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International journal of mental health and addiction, 8:90–106.
Kitchenham, B., Madeyski, L., e Budgen, D. (2022). Segress: Software engineering guidelines for reporting secondary studies. IEEE Transactions on Software Engineering, 49(3):1273–1298.
Li, X. (2020). Towards factor-oriented understanding of video game genres using exploratory factor analysis on steam game tags. In 2020 IEEE International Conference on Progress in Informatics and Computing (PIC), pages 207–213. IEEE.
Li, X. e Zhang, B. (2020). A preliminary network analysis on steam game tags: Another way of understanding game genres. In Proceedings of the 23rd International Conference on Academic Mindtrek, pages 65–73.
Mayer, R., Neumayer, R., e Rauber, A. (2008). Rhyme and style features for musical genre classification by song lyrics. In Ismir, pages 337–342.
Min, A., Lee, H., e Lee, J. (2015). Developing a user-centric taxonomy of games using repertory grid analysis. In ICADIWT, pages 68–75.
Nieborg, D. B. e Hermes, J. (2008). What is game studies anyway? European Journal of Cultural Studies, 11(2):131–147.
Noy, N. F., McGuinness, D. L., et al. (2001). Ontology development 101: A guide to creating your first ontology.
Ribeiro, T. e Veloso, A. I. (2022). Playable characters in digital games: a genre taxonomy proposal. In 23rd International Conference on Intelligent Games and Simulation, GAME-ON, pages 32–37.
Rusňáková, Z. B.-L. (2016). The issue of game genre typology in the slovak online game-magazine sector. MARKETING IDENTITY Brands we love–part I., page 280.
Salaba, A. e Chan, L. M. (2023). Cataloging and classification: an introduction. Rowman & Littlefield.
Smith, E. T. e Basak, C. (2023). A game-factors approach to cognitive benefits from video-game training: A meta-analysis. PLoS One, 18(8):e0285925.
Steen, G. (1999). Genres of discourse and the definition of literature. Discourse Processes, 28(2):109–120.
Sullivan, A. e Salter, A. (2017). A taxonomy of narrative-centric board and card games. In Proceedings of the 12th International Conference on the Foundations of Digital Games, pages 1–10.
Truman, S., Rapp, N., Roth, D., e von Mammen, S. (2018). Rethinking real-time strategy games for virtual reality. In Proceedings of the 13th International Conference on the Foundations of Digital Games, pages 1–6.
Uman, L. S. (2011). Systematic reviews and meta-analyses. Journal of the Canadian Academy of Child and Adolescent Psychiatry, 20(1):57.
Vargas-Iglesias, J. J. (2020). Making sense of genre: The logic of video game genre organization. Games and Culture, 15(2):158–178.
Windleharth, T. W., Jett, J., Schmalz, M., e Lee, J. H. (2016). Full steam ahead: A conceptual analysis of user-supplied tags on steam. Cataloging & Classification Quarterly, 54(7):418–441.
Published
2024-09-30
How to Cite
CARDOUZO, Herick Henrique; CLASSE, Tadeu Moreira de; SIQUEIRA, Sean Wolfgand Matsui.
Classification of Genres in Digital Games - Systematic Literature Mapping. In: BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 23. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 50-61.
DOI: https://doi.org/10.5753/sbgames.2024.240942.
