Document Type
Article
Date
2015
Keywords
video games, classification, genre theory, genre history, information systems
Language
English
Disciplines
Game Design | Library and Information Science
Description/Abstract
This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization, and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for game studies at large.
Recommended Citation
Clarke, Rachel I.; Lee, Jin Ha; and Clark, Neils, "Why Video Game Genres Fail: A Classificatory Analysis" (2015). School of Information Studies - Faculty Scholarship. 167.
https://surface.syr.edu/istpub/167
Accessible PDF version
Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.
Additional Information
"Why Video Game Genres Fail: A Classificatory Analysis" first appeared in Games & Culture, through SAGE Publishing's OnlineFirst initiative, July 6, 2015.
http://gac.sagepub.com/content/early/2015/07/04/1555412015591900.abstract