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A continuous-space description of video games

A preliminary investigation

Bibliographic Data

ID22249455
AuthorsNicholas David Bowman (0000-0001-5594-9713), Hanna Klecka, Zeyu Li (0000-0002-3306-4348), Koji Yoshimura (0000-0002-9218-7698), Charles S Green (0000-0002-9290-0262)
Year2025
Volume14
Issue1
Pages187-193
Publication date2025-01-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenuePsychology of Popular Media (JOURNAL)
Journal identifiersISSN: 2689-6567 • E-ISSN: 2689-6575
PublisherAmerican Psychological Association (APA) (PUBLISHER)
DOI10.1037/ppm0000522
OpenAlexW4391655243
LanguageEN
Citations received1

Research on the impact of video games on the brain and behavior typically focuses, at its root, on particular experiences inherent in different types of gameplay. Historically, genre labels have been used to quickly classify games into (at least somewhat) nonoverlapping types of experiences. Genre labels have been successfully used in previous research to describe differences in experiences across games. However, modern video games increasingly borrow conventions from myriad genres. This increased complexity of modern games calls to question the applicability of genre labels to such research endeavors. Here we sought to determine whether it would be possible to create a valid continuous description of video games instead. We crowdsourced recognizable lists of 100 comparative retro (1985–1995) and 100 modern (2013–2020) video games. Fifty thousand human triplet comparison decisions regarding those games were then used to seed a machine learning algorithm to establish a continuous two-dimensional space in which individual video games could be situated. These two game spaces (modern/retro) were found to have reasonable validity and could be used to visualize and support beliefs about the game space, and how it has changed over the past 30 years

Multimedia · Video game · Artificial Intelligence in Games · Computer Science · Digital Games and Media

  • Motivations for the use of games in coping and emotional regulation

    Open Access•Tiernan J Cahill, James J Cummings et al.•Frontiers in Communication•2025

Unique citing works1
Citations per year1
Citation span2025 - 2025 (1)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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