Genre and game studies: Toward a critical approach to video game genres
By Tom Apperley. 2006
528 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Economics and Econometrics, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/75e71190071c01371ea5912f5db3725e6bc9dc7c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
In Economics and Econometrics
In Sociology and Political Science
- Daphne Bavelier
- Ralf Terlutter
- Gary Bente
- Jean-Pierre Jessel
- Damien Djaouti
- Julian Alvarez
- Johannes Breuer
- M. Capella
Citations in the corpus
- The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013, background): “A diverse and broad spectrum of genres of digital games exists, such as action games, shooter games, strategy games, role-playing games, and sports games (Apperley 2006; ESA 2012), with game contents differing substantially.”
- Why so serious? On the relation of serious games and learning (2010, background): “Hence genres are a rather fluid category (Apperley 2006) and each genre taxonomy is not only debatable, but also quickly outdated by actual game developments.”
- Classifying Serious Games: The G/P/S Model (2011, background): “After a review of these “genre-based” classification systems, studies like Letourneux (2005) and Apperley (2006) highlighted their flaws, and called for a new approach to video game classification.”
- Action video game training for cognitive enhancement (2015, background): “Little to nothing can be inferred by merely knowing that an individual plays ‘video games,’ as ‘video games’ can mean anything from simplistic matching of colored blocks on a mobile device up through navigating highly complex, laboriously designed virtual worlds on the newest consoles [15].”