Card Game Video Games - Scientific Studies

Scientific Studies

As video games are increasingly the subject of scientific studies, game genres are themselves becoming a subject of study.

An early attempt at analysis of the action and adventure genres appeared in a Game Developers Conference 2000 paper 'Mostly Armless: Grabbing the 3D World'. This critiqued a variety of adventure and action games to categorize gameplay and interaction for adventure, action, and hybrid genres. It provided a graph of the genres along the axes of 'immediacy' vs 'complexity', with an 'ideal-zone' for gameplay that covered and linked adventure and action games. It detailed various interaction styles present in these genres and extrapolated to future user interface and gameplay possibilities for these and other genres. Some of these have since been adopted by persistent worlds. For example, Second Life uses some of the gameplay investment and interface elements described in section 4 of the paper.

In a University of Queensland study, game enjoyment was correlated with attributes such as immersion, social interaction, and the nature of the goals. These may be underlying factors in differentiating game genres.

Statistical scaling techniques were used in a study presented at the 2007 Siggraph Video Game Symposium to convert subject ratings of game similarity into visual maps of game genres. The maps reproduced some of the commonly identified genres such as first-person shooters and god games. A Michigan State University study found that men have a higher preference for genres that require competition and three-dimensional navigation and manipulation than women do.

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