Video Game Genre, Evolution and Innovation

  title={Video Game Genre, Evolution and Innovation},
  author={Dominic Arsenault},
  journal={Eludamos: Journal for Computer Game Culture},
  • Dominic Arsenault
  • Published 26 October 2009
  • Art
  • Eludamos: Journal for Computer Game Culture
This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research; one such development is the contestation of the idea of generic evolution. After a comparative analysis, video game genres are found to differ from literary and film genres precisely on the basis of evolution. The technological imperatives that characterize video… 

Figures from this paper

Transhistorical perspective of the puzzle video game genre

  • Marçal Mora-Cantallops
  • Education
    Proceedings of the 13th International Conference on the Foundations of Digital Games
  • 2018
As video games grow in popularity for academic study there is also a growing need to study them by categories. Many studies focus either on a single (or a few) games or on the medium as a whole.

An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework

Paraphrasing Eco, the "playing contract" should allow players to instantly recognize a genre. Videogames use resources from the fertile field of popular culture, exploiting models, pre-worked

Survival Themed Video Games and Cultural Constructs of Power

Studies of the relationship between games and culture have often considered the empowering effect of games on the player. Studies have related this empowerment to individual character growth as well

A preliminary network analysis on steam game tags: another way of understanding game genres

A network of game tags is constructed based on the co-occurrence of tags in games on Steam platform and the structure of the network is analyzed via centrality analysis and community detection to suggest a potential way of understanding the important tags that are commonly adopted and the main genres of video games.

Graphical technologies, innovation and aesthetics in the video game industry: a case study of the shift from 2D to 3D graphics in the 1990s

The present project aims to unravel the links between graphical technologies and innovation in the games industry and in gamer culture by focusing on a specific historical corpus: the transition from 2D to 3D graphics in the 1990s.

Developing a Clearer Understanding of Genre and Mobile Gameplay

This chapter presents a study that explored the mobile game-genre preferences of 1,950 South Korean students. The findings help create a clearer picture of the mobile gameplayer, revealing that

Negative Discourse and Emergence of Game Genres: A social networks exploration

The fluidity of game genres can be considered an issue to be solved; however, we propose to look at it as a social value, from a positive and creative perspective. In this study, we analyze emergence

“And What Do You Play?”: A Few Considerations Concerning a Genre Theory of Games

In game studies, the notion of genre remains largely unexplored; the academic discourse seems to be governed by terms that have been established by the specialized press since the 1980s. This poses

A Game Design Plot: Exploring the Educational Potential of History-Based Video Games

A systematic approach to assessing games as learning environments is proposed, using the method of comparing the authenticity of popular history-based video games and players’ comments on the web-based communication services.



Genre and game studies: Toward a critical approach to video game genres

This article examines the notion of genre in video games. The main argument is that the market-based categories of genre that have been developed in the context of video games obscure the new


The Medium of the Video Game, edited by Mark J. P. Wolf, is a collection of mostly scholarly articles on video games with no central thematic other than the topic. The book is five doses film theory,

Easy to use and incredibly difficult: on the mythical border between interface and gameplay

By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general.

Hollywood Genres: Formulas, Filmmaking, and the Studio System

The central thesis of this book is that a genre approach provides the most effective means for understanding, analyzing and appreciating the Hollywood cinema. Taking into account not only the formal

Computer Games: Text, Narrative and Play

This chapter discusses game genres, play and pleasure, agency in and around play, film, adaptation and computer games, and games and Gender.

Rules of play: game design fundamentals

This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games. Also included are concepts, strategies,

An aesthetics of junk fiction

Thomas J.Roberts reassesses so-called junk fiction and the motives and experiences of its learned readership to reveal that there are rewards in junk fiction not found elsewhere in literature.

A Superior Abstraction: Todorov on the Fantastic@@@The Fantastic: A Structural Approach to a Literary Genre

On criticism appropriately titled the story, it's worth reading. Poe and his typology of fantasy as well a metapoetics or reader. His theory may be explained away, in the metamorphosis and forth

The Video Game Theory Reader 2

This Book have some digital formats such us : paperbook, ebook, kindle, epub, and another formats, here is The Complete PDF Book Library.

The Ultimate History of Video Games

The ultimate history of video games are a good way to achieve details about operating certain equipments and to find the manual that you might want with great ease and simplicity.