Game Classification as Game Design: Construction Through Critical Analysis

  title={Game Classification as Game Design: Construction Through Critical Analysis},
  author={Christian Elverdam and Espen Aarseth},
  booktitle={DiGRA Conference},
This article discusses the viability of the open-ended game classification model described in “A Multi Dimensional Typology of Games.” The perspectives of such a model is discussed with emphasis on how a structural theory of games can contribute to game design and the development of formal and semiformal game design methods, such as Game Design Patterns. 
Mapping the game landscape: Locating genres using functional classification
The cluster analysis of 75 functionally different games shows that the two perspectives (omnipresent and vagrant), as well as challenges, mutability and savability are important functional categories to use in order to describe games.
Bridging the Gap between Game Designers and Cultural Institutions : a Typology to Analyse and Classify Cultural Pervasive Games
In the last fifteen years, pervasive games, i.e. games that blend a gameworld and reality were created most notably to promote movies, series or videogames. Chosen for their combination of assets,
Gamification in the Development of Accessible Software
A theoretical framework covering game design, game mechanics and game engines is described, linking examples from actual commercial games with a gamification application to develop an online platform for software developers to aid them in designing accessible applications, finding help on the topic etc.
Game Research Methods. An Overview
This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods.
Game Elements-Attributes Model: a First Step towards a Structured Comparison of Educational Games
The Game Elements-Attributes Model (GEAM) is developed by consolidating game definitions and models identified from an extensive literature review to serve as a foundation for the comparison of DEGs or digital games in general, but may also be valuable for other areas of game studies.
The Visual Construction of Narrative Space in Video Games
This paper explores whether spatial properties of game worlds are intrinsic to them and simply reflected via their representations, or whether their spatial properties are essentially arbitrary and must be produced and held up via spatial discourse.
The Game Genre Map: A Revised Game Classification
A web-based survey is developed to collect data on how people play and perceive video games that they know well and can improve the existing game classification.
From “ Mods ” to “ Gaming 2 . 0 ” : an overview of tools to ease the game design process
This article focuses on tools that allow amateurs to create or modify videogames. In order to contribute to study the nature of game design, we will analyze games as crafted “artifacts”. We will
An Exploratory Taxonomy of Business Games
This article proposes a business game taxonomy, a comprehensive definition of business games in general and identifies their parameter-defining characteristics that will serve to develop a global database to be built collaboratively by the community of business game users and developers.
Serious Game Design: Presenting a New Generic Creative Reflection Framework
A new reflection model that aims to help pedagogues guiding their conception of serious games is proposed, a result of a thematic synthesis analyzing more than 40 texts offering a three-layered model covering the simplest to the most advanced design.


Patterns In Game Design
An Activity-Based Framework for Describing Games and Game Design Patterns for Meta Games, Replayability, and Learning Curves is presented.
A multidimensional typology of games
The aim of the model is to identify the main differences between games in a rigorous, analytical way, in order to come up with genres that are more specific and less ad hoc than those used by the industry and the popular gaming press.
A multi-dimensional typology of games
  • Level Up: Digital Games Research Conference Proceedings. Utrecht,
  • 2003
Patterns in game design. Hingham, MA: Charles River Media
  • 2004