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Video game genre

A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements.[1][2] This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place.[3][4] A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.[1]

A science fiction-themed horizontally scrolling shooter, which is a specific type of shoot 'em up

History

Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center.[5] ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book How to Master the Video Games, he divides the games into broad categories in the table of contents: Space Invaders-type, Asteroids-type, maze, reflex, and miscellaneous.[6] The first two of these correspond to the still-used genres of fixed shooter and multidirectional shooter.

Within the personal computer space, two publications established a small number of categories based on the best-selling software in the early 1980s; Softalk, which ran its Top Thirty list from 1980 to 1984 with the genres of strategy, adventure, fantasy and arcade; and Computer Gaming World (CGW), which had a "Reader Input Device" that drew from reader input. CGW initially only ran with three categories in 1981, Arcade, wargame, and adventure, but by 1989, had expanded its genre list to strategy, simulation, adventure, role-playing adventure, wargames, and action/arcade. Comparisons between computer and console games showed that players on computers tended to prefer more strategic games rather than arcade.[7]

Chris Crawford attempted to classify video games in his 1984 book The Art of Computer Game Design. Crawford primarily focused on the player's experience and activities required for gameplay.[8] He wrote, "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented [in this book] to become obsolete or inadequate in a short time."[9]

Nintendo, in bringing its Famicom system into the North American market as the Nintendo Entertainment System in 1985, looked to avoid the issues with loss of publishing control that had led to the 1983 video game crash and to prevent unauthorized games from being released for the system.[10] To solve this, Nintendo required approval of all games for the NES.[2] To support this, Nintendo classified games into eight major series: Adventure, Action, Sports, Light-Gun, Programmable, Arcade, Robot, and Educational; the series description appeared on early "black box" covers and subsequently used in the NES Player's Guide.[11] By the time of the Game Boy and Super Nintendo Entertainment System, Nintendo had retired the Arcade, Light-Gun, Robot, Programmable, and Educational series, but added in classifications for RPG & Simulation and Puzzle games.[12][13]

Consoles manufacturers that followed the NES followed similar behavior in requiring licenses to develop games for their systems. To assure they would get these licenses, console developers tended to stay with gameplay of previously published games for that console, thus causing groups of games within the same genre to grow.[2][14] Subsequently, retailers displayed games grouped by genres, and market research firms found that players had preferences for certain types over others, based on region, and developers could plan out future strategies through this.[2]

With the industry expanding in the 1990s and budgets for video games began growing, large publishers like Electronic Arts began to form to handle the marketing and publication of games, both for consoles and personal computers. Targeting high-value, low-risk video game genres were key for some publishers, and small and independent developers were typically forced to compete by abandoning more experimental gameplay and settling into the same genres used by larger publishers.[2]

As hardware capabilities have increased, new genres have become possible, with examples being increased memory, the move from 2D to 3D, new peripherals, online functionalities, and location-based mechanics.[2] Experimental gameplay from indie game development drew more attention in the late 2000s and 2010s aided by independent digital distribution, as large publishers focused on triple-A titles were extremely risk-averse.[15] Through indie games, a revival of experimental gameplay had emerged, and several new genres have emerged since then.[2]

Definition

 
The use of "Doom clone" (red) versus "first-person shooter" (blue) over time

Due to "direct and active participation" of the player, video game genres differ from literary and film genres.[8] Though one could state that Space Invaders is a science fiction video game, author Mark J.P. Wolf wrote that such a classification "ignores the fundamental differences and similarities which are to be found in the player's experience of the game".[8] In contrast to the visual aesthetics of games, which can vary greatly, it is argued that it is interactivity characteristics that are common to all games.[1]

Like film genres, the names of video game genres have come about generally as a common understanding between the audience and the producers.[8] Descriptive names of genres take into account the goals of the game, the protagonist and even the perspective offered to the player. For example, a first-person shooter is a game that is played from a first-person perspective and involves the practice of shooting.[16] Whereas "shooter game" is a genre name, "first-person shooter" and "third-person shooter" are common subgenres of the shooter genre.[17] Other examples of such prefixes are real-time, turn based, top-down and side-scrolling.

Genre names may evolve over time. The platform game genre started as "climbing games", based on Steve Bloom's 1982 book Video Invaders, as they were inspired by games like Donkey Kong with ladders and jumping.[18] The same term was used by the US and UK press in 1983, including magazines Electronic Games and TV Gamer.[19][20] First-person shooters were originally known as "Doom clones" in the years following 1993's Doom, while the term "first-person shooters" became more common by around 2000.[21][22]

New genres emerge continuously throughout the history of video games, often due to the cross-pollination of ideas borrowed from different games into new ones. For example, the seminal text-based adventure game Colossal Cave Adventure directly inspired the Atari VCS game Adventure, but incorporating joystick control as in an action game rather than typed commands. Adventure served as the prototype of the action-adventure game genre that would be popularized by The Legend of Zelda.[23]

The target audience, underlying theme or purpose of a game are sometimes used as a genre identifier, such as with "Christian game" and "serious game" respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres.[2]

Classifications

Video game genres vary in specificity, with popular video game reviews using genre names varying from "action" to "baseball". In this practice, basic themes and more fundamental characteristics are used alongside each other.[24]

A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting, driving and roleplaying in an unusual way, it was hard to classify using existing terms. The term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III.[16] Similarly, the term roguelike has been developed for games that share similarities with Rogue.[25]

Elements of the role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games. This is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience.[26]

In addition to gameplay elements, some games may be categorized by other schemes, such are typically not used as genres:[1]

  • By platform: generally to the nature of the computer hardware that the game is played on and not the specific branding. This would include game genres like mobile games for smartphone, tablet computers, or other similar portable devices; and browser games that can be played in a web browser. Identification of the type of hardware a game is played on implied certain limits to the type of gameplay that is available; a mobile game will typically lack as much action compared to a game playable on a home console or computer due to limitations on player input.
  • By mode: referring to whether a game is single player, multiplayer, or variations on that, including massively multiplayer online (MMO) games, cooperative games, player versus environment (PvE) or player versus player (PvP) games, and so forth.
  • By narrative: Classifying video games by their narrative style, such as science fiction or fantasy, is typically not used within the field, with the key exception of horror games, which broadly cover any game dealing with elements of horror fiction.

Popularity

According to some analysts, the percentage of each broad genre in the best-selling physical games worldwide is broken down as follows.[27][28][29]

Genre Softalk
1980-1984
VGC top 100 ESA Sta
1995 2000 2005 2010 2015 2016 2017 2018
Action 61 3 4 12 15 27 25 22 29 22.5 26.9
Adventure 11 2 4 7 6 2 1 0 1 7.8 7.9
Fighting 15 10 5 2 5 3 5 5 5.8 7.8
Platform 10 7 10 9 4 3 4 9
Puzzle 9 2 6 1 0 0 1 1
Racing 6 6 13 8 5 4 6 6 3.3 5.8
Role-playing 18 18 25 7 16 12 15 17 12 12.9 11.3
Shooter 11 1 8 14 22 24 19 13 27.5 20.9
Simulation 6 7 5 0 4 4 0 2
Sports 9 19 17 16 12 13 15 13 11.7 11.1
Strategy 10 7 8 3 1 0 0 2 1 4.3 3.7
Misc 4 7 7 12 7 8 9 8 4.1 4.6

In the last decade, puzzle games have declined when measured by sales, however, on mobile, where the majority of games are free-to-play, this genre remains the most popular worldwide.[30][31][32]

References

  1. ^ a b c d Apperley, Thomas H. (2006). (PDF). Simulation & GиКлУaming. 37 (1): 6–23. doi:10.1177/1046878105282278. S2CID 17373114. Archived from the original (PDF) on 2013-10-05. Retrieved 2013-04-19.
  2. ^ a b c d e f g h Adams, Ernest (2009-07-09). "Background: The Origins of Game Genres". Gamasutra. from the original on 2014-12-17. Retrieved 2014-12-03.
  3. ^ Adams, Ernest; Andrew Rollings (2006). Fundamentals of Game Design. Prentice Hall. p. 67. ISBN 9780133435719.
  4. ^ Harteveld, Casper (2011-02-26). Triadic Game Design: Balancing Reality, Meaning and Play. Springer Science & Business Media. p. 71. ISBN 978-1849961578. Retrieved 2014-12-19.
  5. ^ "Atari VCS Catalog English - CO16725-Rev. D". Atari Mania. 1981.
  6. ^ Hirschfeld, Tom (November 1981). How to Master the Video Games. Bantam Books. ISBN 978-0553201642.
  7. ^ Lessard, Jonathan (2015). Early Computer Game Genre Preferences (1980-1984). Proceedings of the 2015 DiGRA International Conference. Vol. 12.
  8. ^ a b c d Wolf, Mark J.P. (2008). The Video Game Explosion: A History from PONG to Playstation and Beyond. ABC-CLIO. p. 259. ISBN 978-0313338687. Retrieved 2014-12-03.
  9. ^ Chris, Crawford (1982). "A Taxonomy of Computer Games". The Art of Computer Game Design (PDF). (PDF) from the original on 2014-10-15. Retrieved 2014-12-03.
  10. ^ O'Donnell, Casey (2011). "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon". Games and Culture. 6 (1): 83–100. doi:10.1177/1555412010377319. S2CID 53358125.
  11. ^ The Official Nintendo Player's Guide. Nintendo of America. 1987.
  12. ^ Super Nes Nintendo Player's Guide Book. Nintendo of America. 1993.
  13. ^ Game Boy Nintendo's Player's Guide. Nintendo of America. 1991.
  14. ^ Mochizuki, Takahashi; Savov, Vlad (August 25, 2020). "Epic's Battle With Apple and Google Actually Dates Back to Pac-Man". Bloomberg News. Retrieved August 25, 2020.
  15. ^ "Why video games are so expensive to develop", The Economist, 24 September 2014
  16. ^ a b Lecky-Thompson, Guy W. (2008-01-01). Video Game Design Revealed. Cengage Learning. p. 23. ISBN 978-1584506072. Retrieved 2014-12-03.
  17. ^ Thorn, Alan (2013-05-30). Game Development Principles. Cengage Learning. pp. 4–5. ISBN 978-1285427065. Retrieved 2014-12-03.
  18. ^ Bloom, Steve (1982). Video Invaders. Arco Publishing. p. 29. ISBN 978-0668055208.
  19. ^ "The Player's Guide to Climbing Games". Electronic Games. 1 (11): 49. January 1983. from the original on 2016-03-19. Retrieved 2015-03-19.
  20. ^ "Reviews Explained: The Game Categories". TV Gamer. London: 76. March 1983.
  21. ^ Arsenault, Dominic (2009). "Video Game Genre, Evolution and Innovation". Eludamos. Journal for Computer Game Culture. 3 (2): 149–176. doi:10.7557/23.6003. S2CID 62171492.
  22. ^ "10 Undeniable Ways Doom (1993) Shaped The FPS Genre". TheGamer. 2020-02-05. Retrieved 2021-01-22.
  23. ^ Fernandez-Vera, Clara (2014). "Chapter 29: Adventure". In Perron, Bernard (ed.). The Routledge Companion to Video Game Studies. Taylor & Francis. pp. 232–240. ISBN 9781136290503.
  24. ^ Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (2013-04-27). Understanding Video Games: The Essential Introduction. Routledge. p. 46. ISBN 978-1136300424. Retrieved 2014-12-03.
  25. ^ "ManaPool Guide to Roguelikes". ManaPool. 2010-11-21. from the original on 2014-11-06. Retrieved 2014-11-06.
  26. ^ Clements, Ryan (2012-12-12). "RPGs Took Over Every Video Game Genre". IGN. from the original on 2014-12-08. Retrieved 2014-12-03.
  27. ^ Lessard, Jonathan (2015). "Early Computer Game Genre Preferences (1980-1984)". Proceedings of the 2015 DiGRA International Conference. 12. Retrieved 18 July 2019.
  28. ^ "Essential facts about the computer and video game industry" Entertainment Software Association report, 2016, "MWEB". from the original on 2017-12-27. Retrieved 2017-12-26.
  29. ^ "Genre breakdown of video game sales in the United States in 2018". Statista. 2021.
  30. ^ "Games rule the iTunes App Store: Most popular genres revealed". 16 December 2014. from the original on 2017-12-28. Retrieved 2017-12-27.
  31. ^ "Games Rule the App Stores: Most Popular Genres 2020-2021 | LocalizeDirect".
  32. ^ "Popular mobile game genres for Android".

External links

  •   Media related to Video game genres at Wikimedia Commons

video, game, genre, this, article, about, video, game, genres, taxonomic, overview, game, classification, video, game, genre, informal, classification, video, game, based, played, rather, than, visual, narrative, elements, this, independent, setting, unlike, w. This article is about video game genres For a taxonomic overview see Game classification A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements 1 2 This is independent of setting unlike works of fiction that are expressed through other media such as films or books For example a shooter game is still a shooter game regardless of where or when it takes place 3 4 A specific game s genre is open to subjective interpretation An individual game may belong to several genres at once 1 A science fiction themed horizontally scrolling shooter which is a specific type of shoot em up Contents 1 History 2 Definition 3 Classifications 4 Popularity 5 References 6 External linksHistory EditEarly attempts at categorizing video games were primarily for organizing catalogs and books A 1981 catalog for the Atari VCS uses 8 headings Skill Gallery Space Station Classics Corner Adventure Territory Race Track Sports Arena Combat Zone and Learning Center 5 Classics in this case refers to chess and checkers In Tom Hirschfeld s 1981 book How to Master the Video Games he divides the games into broad categories in the table of contents Space Invaders type Asteroids type maze reflex and miscellaneous 6 The first two of these correspond to the still used genres of fixed shooter and multidirectional shooter Within the personal computer space two publications established a small number of categories based on the best selling software in the early 1980s Softalk which ran its Top Thirty list from 1980 to 1984 with the genres of strategy adventure fantasy and arcade and Computer Gaming World CGW which had a Reader Input Device that drew from reader input CGW initially only ran with three categories in 1981 Arcade wargame and adventure but by 1989 had expanded its genre list to strategy simulation adventure role playing adventure wargames and action arcade Comparisons between computer and console games showed that players on computers tended to prefer more strategic games rather than arcade 7 Chris Crawford attempted to classify video games in his 1984 book The Art of Computer Game Design Crawford primarily focused on the player s experience and activities required for gameplay 8 He wrote the state of computer game design is changing quickly We would therefore expect the taxonomy presented in this book to become obsolete or inadequate in a short time 9 Nintendo in bringing its Famicom system into the North American market as the Nintendo Entertainment System in 1985 looked to avoid the issues with loss of publishing control that had led to the 1983 video game crash and to prevent unauthorized games from being released for the system 10 To solve this Nintendo required approval of all games for the NES 2 To support this Nintendo classified games into eight major series Adventure Action Sports Light Gun Programmable Arcade Robot and Educational the series description appeared on early black box covers and subsequently used in the NES Player s Guide 11 By the time of the Game Boy and Super Nintendo Entertainment System Nintendo had retired the Arcade Light Gun Robot Programmable and Educational series but added in classifications for RPG amp Simulation and Puzzle games 12 13 Consoles manufacturers that followed the NES followed similar behavior in requiring licenses to develop games for their systems To assure they would get these licenses console developers tended to stay with gameplay of previously published games for that console thus causing groups of games within the same genre to grow 2 14 Subsequently retailers displayed games grouped by genres and market research firms found that players had preferences for certain types over others based on region and developers could plan out future strategies through this 2 With the industry expanding in the 1990s and budgets for video games began growing large publishers like Electronic Arts began to form to handle the marketing and publication of games both for consoles and personal computers Targeting high value low risk video game genres were key for some publishers and small and independent developers were typically forced to compete by abandoning more experimental gameplay and settling into the same genres used by larger publishers 2 As hardware capabilities have increased new genres have become possible with examples being increased memory the move from 2D to 3D new peripherals online functionalities and location based mechanics 2 Experimental gameplay from indie game development drew more attention in the late 2000s and 2010s aided by independent digital distribution as large publishers focused on triple A titles were extremely risk averse 15 Through indie games a revival of experimental gameplay had emerged and several new genres have emerged since then 2 Definition Edit The use of Doom clone red versus first person shooter blue over time Due to direct and active participation of the player video game genres differ from literary and film genres 8 Though one could state that Space Invaders is a science fiction video game author Mark J P Wolf wrote that such a classification ignores the fundamental differences and similarities which are to be found in the player s experience of the game 8 In contrast to the visual aesthetics of games which can vary greatly it is argued that it is interactivity characteristics that are common to all games 1 Like film genres the names of video game genres have come about generally as a common understanding between the audience and the producers 8 Descriptive names of genres take into account the goals of the game the protagonist and even the perspective offered to the player For example a first person shooter is a game that is played from a first person perspective and involves the practice of shooting 16 Whereas shooter game is a genre name first person shooter and third person shooter are common subgenres of the shooter genre 17 Other examples of such prefixes are real time turn based top down and side scrolling Genre names may evolve over time The platform game genre started as climbing games based on Steve Bloom s 1982 book Video Invaders as they were inspired by games like Donkey Kong with ladders and jumping 18 The same term was used by the US and UK press in 1983 including magazines Electronic Games and TV Gamer 19 20 First person shooters were originally known as Doom clones in the years following 1993 s Doom while the term first person shooters became more common by around 2000 21 22 New genres emerge continuously throughout the history of video games often due to the cross pollination of ideas borrowed from different games into new ones For example the seminal text based adventure game Colossal Cave Adventure directly inspired the Atari VCS game Adventure but incorporating joystick control as in an action game rather than typed commands Adventure served as the prototype of the action adventure game genre that would be popularized by The Legend of Zelda 23 The target audience underlying theme or purpose of a game are sometimes used as a genre identifier such as with Christian game and serious game respectively However because these terms do not indicate anything about the gameplay of a video game these are not considered genres 2 Classifications EditMain article List of video game genres Video game genres vary in specificity with popular video game reviews using genre names varying from action to baseball In this practice basic themes and more fundamental characteristics are used alongside each other 24 A game may combine aspects of multiple genres in such a way that it becomes hard to classify under existing genres For example because Grand Theft Auto III combined shooting driving and roleplaying in an unusual way it was hard to classify using existing terms The term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III 16 Similarly the term roguelike has been developed for games that share similarities with Rogue 25 Elements of the role playing genre which focuses on storytelling and character growth have been implemented in many different genres of video games This is because the addition of a story and character enhancement to an action strategy or puzzle video game does not take away from its core gameplay but adds an incentive other than survival to the experience 26 In addition to gameplay elements some games may be categorized by other schemes such are typically not used as genres 1 By platform generally to the nature of the computer hardware that the game is played on and not the specific branding This would include game genres like mobile games for smartphone tablet computers or other similar portable devices and browser games that can be played in a web browser Identification of the type of hardware a game is played on implied certain limits to the type of gameplay that is available a mobile game will typically lack as much action compared to a game playable on a home console or computer due to limitations on player input By mode referring to whether a game is single player multiplayer or variations on that including massively multiplayer online MMO games cooperative games player versus environment PvE or player versus player PvP games and so forth By narrative Classifying video games by their narrative style such as science fiction or fantasy is typically not used within the field with the key exception of horror games which broadly cover any game dealing with elements of horror fiction Popularity EditAccording to some analysts the percentage of each broad genre in the best selling physical games worldwide is broken down as follows 27 28 29 Genre Softalk1980 1984 VGC top 100 ESA Sta1995 2000 2005 2010 2015 2016 2017 2018Action 61 3 4 12 15 27 25 22 29 22 5 26 9Adventure 11 2 4 7 6 2 1 0 1 7 8 7 9Fighting 15 10 5 2 5 3 5 5 5 8 7 8Platform 10 7 10 9 4 3 4 9Puzzle 9 2 6 1 0 0 1 1Racing 6 6 13 8 5 4 6 6 3 3 5 8Role playing 18 18 25 7 16 12 15 17 12 12 9 11 3Shooter 11 1 8 14 22 24 19 13 27 5 20 9Simulation 6 7 5 0 4 4 0 2Sports 9 19 17 16 12 13 15 13 11 7 11 1Strategy 10 7 8 3 1 0 0 2 1 4 3 3 7Misc 4 7 7 12 7 8 9 8 4 1 4 6In the last decade puzzle games have declined when measured by sales however on mobile where the majority of games are free to play this genre remains the most popular worldwide 30 31 32 References Edit a b c d Apperley Thomas H 2006 Genre and game studies PDF Simulation amp GiKlUaming 37 1 6 23 doi 10 1177 1046878105282278 S2CID 17373114 Archived from the original PDF on 2013 10 05 Retrieved 2013 04 19 a b c d e f g h Adams Ernest 2009 07 09 Background The Origins of Game Genres Gamasutra Archived from the original on 2014 12 17 Retrieved 2014 12 03 Adams Ernest Andrew Rollings 2006 Fundamentals of Game Design Prentice Hall p 67 ISBN 9780133435719 Harteveld Casper 2011 02 26 Triadic Game Design Balancing Reality Meaning and Play Springer Science amp Business Media p 71 ISBN 978 1849961578 Retrieved 2014 12 19 Atari VCS Catalog English CO16725 Rev D Atari Mania 1981 Hirschfeld Tom November 1981 How to Master the Video Games Bantam Books ISBN 978 0553201642 Lessard Jonathan 2015 Early Computer Game Genre Preferences 1980 1984 Proceedings of the 2015 DiGRA International Conference Vol 12 a b c d Wolf Mark J P 2008 The Video Game Explosion A History from PONG to Playstation and Beyond ABC CLIO p 259 ISBN 978 0313338687 Retrieved 2014 12 03 Chris Crawford 1982 A Taxonomy of Computer Games The Art of Computer Game Design PDF Archived PDF from the original on 2014 10 15 Retrieved 2014 12 03 O Donnell Casey 2011 The Nintendo Entertainment System and the 10NES Chip Carving the Video Game Industry in Silicon Games and Culture 6 1 83 100 doi 10 1177 1555412010377319 S2CID 53358125 The Official Nintendo Player s Guide Nintendo of America 1987 Super Nes Nintendo Player s Guide Book Nintendo of America 1993 Game Boy Nintendo s Player s Guide Nintendo of America 1991 Mochizuki Takahashi Savov Vlad August 25 2020 Epic s Battle With Apple and Google Actually Dates Back to Pac Man Bloomberg News Retrieved August 25 2020 Why video games are so expensive to develop The Economist 24 September 2014 a b Lecky Thompson Guy W 2008 01 01 Video Game Design Revealed Cengage Learning p 23 ISBN 978 1584506072 Retrieved 2014 12 03 Thorn Alan 2013 05 30 Game Development Principles Cengage Learning pp 4 5 ISBN 978 1285427065 Retrieved 2014 12 03 Bloom Steve 1982 Video Invaders Arco Publishing p 29 ISBN 978 0668055208 The Player s Guide to Climbing Games Electronic Games 1 11 49 January 1983 Archived from the original on 2016 03 19 Retrieved 2015 03 19 Reviews Explained The Game Categories TV Gamer London 76 March 1983 Arsenault Dominic 2009 Video Game Genre Evolution and Innovation Eludamos Journal for Computer Game Culture 3 2 149 176 doi 10 7557 23 6003 S2CID 62171492 10 Undeniable Ways Doom 1993 Shaped The FPS Genre TheGamer 2020 02 05 Retrieved 2021 01 22 Fernandez Vera Clara 2014 Chapter 29 Adventure In Perron Bernard ed The Routledge Companion to Video Game Studies Taylor amp Francis pp 232 240 ISBN 9781136290503 Egenfeldt Nielson Simon Smith Jonas Heide Tosca Susana Pajares 2013 04 27 Understanding Video Games The Essential Introduction Routledge p 46 ISBN 978 1136300424 Retrieved 2014 12 03 ManaPool Guide to Roguelikes ManaPool 2010 11 21 Archived from the original on 2014 11 06 Retrieved 2014 11 06 Clements Ryan 2012 12 12 RPGs Took Over Every Video Game Genre IGN Archived from the original on 2014 12 08 Retrieved 2014 12 03 Lessard Jonathan 2015 Early Computer Game Genre Preferences 1980 1984 Proceedings of the 2015 DiGRA International Conference 12 Retrieved 18 July 2019 Essential facts about the computer and video game industry Entertainment Software Association report 2016 MWEB Archived from the original on 2017 12 27 Retrieved 2017 12 26 Genre breakdown of video game sales in the United States in 2018 Statista 2021 Games rule the iTunes App Store Most popular genres revealed 16 December 2014 Archived from the original on 2017 12 28 Retrieved 2017 12 27 Games Rule the App Stores Most Popular Genres 2020 2021 LocalizeDirect Popular mobile game genres for Android External links Edit Media related to Video game genres at Wikimedia Commons Retrieved from https en wikipedia org w index php title Video game genre amp oldid 1133422343, wikipedia, wiki, book, books, library,

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