The tangled ways to classify games: A systematic review of how games are classified in psychological research

被引:3
作者
Starosta, Jolanta [1 ]
Kiszka, Patrycja [2 ]
Szyszka, Paulina Daria [3 ]
Starzec, Sylwia [2 ]
Strojny, Pawel [1 ]
机构
[1] Jagiellonian Univ, Inst Appl Psychol, Fac Management & Social Commun, Krakow, Poland
[2] Jagiellonian Univ, Doctoral Sch Social Sci, Krakow, Poland
[3] Jagiellonian Univ, Inst Psychol, Fac Philosophy, Krakow, Poland
来源
PLOS ONE | 2024年 / 19卷 / 06期
关键词
VIDEO-GAME; GENRE PREFERENCES; SOCIAL MEDIA; PLAY; TIME; GENDER; PERSONALITY; PREVALENCE; AGGRESSION; GRATIFICATIONS;
D O I
10.1371/journal.pone.0299819
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
In the face of the rapid evolution of the gaming market and the puzzling overlap of genres, consistency in classification seems elusive. The purpose of the present review was to explore the classification of video game genres in the context of psychological research. The aim was to address the challenges associated with creating consistent and meaningful classifications of video game genres, considering the rapid evolution of the gaming market and recent tendency to create games that could be classified into multiple genres. We performed a search in four databases according to the PRISMA guidelines and reviewed 96 full-text papers (N = 49 909). Through our findings, we reveal how researchers strive to classify genres and the numerous complications that arise from this pursuit. In the face of these challenges, we propose alternative ways of classifying genres. Our first proposal is a new classification of video game genres based on our literature review. In our second proposal, we advocate a more detailed understanding by focusing on specific gaming mechanics, and thus we introduce the innovative concept of utilizing community-based tags, such as Steam tags, as an alternative to genres in psychological research.
引用
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页数:33
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