This chapter provides an overview of essential sectors using the term genre: game design, marketing, journalism, pedagogy, and academia. For video game designers, the genre can be used as guidelines. Hence, it is not surprising that they often describe a game’s mechanics. In marketing, genres are used to address a target audience efficiently. In journalism, it is common for editorial teams and individual journalists to use individual genre classification systems, often depending on the preferences of their readers. The pedagogic use of genre foregrounds a teaching objective and the expected didactic value of a game. In academia, whether and how video game genres can be encompassed is a topic of debate. The creative diversity of media, in which genres can be combined, accumulated, and merged, presents a general problem for genre design. Lastly, there can still be no talk of a standard video game canon, and the attempts now lack effectiveness. This shows that the field of video games also suffers from the typical normative problems of canon creation.

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Video Game-Related Genre Discourse Fields

  • Felix Schniz

摘要

This chapter provides an overview of essential sectors using the term genre: game design, marketing, journalism, pedagogy, and academia. For video game designers, the genre can be used as guidelines. Hence, it is not surprising that they often describe a game’s mechanics. In marketing, genres are used to address a target audience efficiently. In journalism, it is common for editorial teams and individual journalists to use individual genre classification systems, often depending on the preferences of their readers. The pedagogic use of genre foregrounds a teaching objective and the expected didactic value of a game. In academia, whether and how video game genres can be encompassed is a topic of debate. The creative diversity of media, in which genres can be combined, accumulated, and merged, presents a general problem for genre design. Lastly, there can still be no talk of a standard video game canon, and the attempts now lack effectiveness. This shows that the field of video games also suffers from the typical normative problems of canon creation.