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Video Game Genre, Evolution and Innovation
16 references·4 citing·29 second hop
Video Game Genre, Evolution and Innovation (2009)Video Game Genre, Evolution and InnovationGenre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…Gaming: Essays On Algorithmic Culture (2006)Gaming: Essays On Algorithmic…Computer games: text, narrative and play (2006)Computer games: text, narrati…Genre and Hollywood (2005)Genre and HollywoodRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Medium of the Video Game (2002)The Medium of the Video GameThe Ultimate History of Video Games (2001)The Ultimate History of Video…Computer Game Studies, Year One. (2001)Computer Game Studies, Year O…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Kinds of Literature: An Introduction to the Theory of Genres and Modes (1984)Kinds of Literature: An Intro…Kinds of Literature: An Introduction to the Theory of Genres and Modes (1983)Kinds of Literature: An Intro…Toward an Aesthetic of Reception. (1982)Toward an Aesthetic of Recept…Hollywood Genres: Formulas, Filmmaking, and the Studio System (1982)Hollywood Genres: Formulas, F…Art and Illusion: A Study in the Psychology of Pictorial Representation (1960)Art and Illusion: A Study in …Art and Illusion: A Study in the Psychology of Pictorial Representation (1960)Art and Illusion: A Study in …Anatomy of Criticism: Four Essays (1959)Anatomy of Criticism: Four Es…Video game accessibility in the top-level genres (2024)Video game accessibility in t…Optimal Distinctiveness (2022)Optimal DistinctivenessCommercial video games as a resource for mental health: A systematic literature review (2021)Commercial video games as a r…iPlus a User-Centered Methodology for Serious Games Design (2020)iPlus a User-Centered Methodo…Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Video Game Theory Reader (2003)First person: new media as story, performance, and game (2004)Measuring Player Immersion in the Computer Game Narrative (2009)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)The Association Between Video Gaming and Psychological Functioning (2019)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Unit Operations: An Approach to Videogame Criticism (2006)Psychonarratology foundations for the empirical study of literary response (2003)The Anthropology of Texts, Persons and Publics (2007)Classification as Culture: Types and Trajectories of Music Genres (2008)Jacks of All Trades and Masters of None: Audiences' Reactions to Spanning Genres in Feature Film Production (2006)Multiple Category Memberships in Markets: An Integrative Theory and Two Empirical Tests (2009)Towards a Reflexive Sociology: A Workshop with Pierre Bourdieu (1989)Poetics and Performances as Critical Perspectives on Language and Social Life (1990)Encyclopedia of sociology (1992)When Innovations Meet Institutions: Edison and the Design of the Electric Light (2001)Storytime: young children's literary understanding in the classroom (2008)Depicting as a method of communication. (2016)The Economy of Manichean Allegory: The Function of Racial Difference in Colonialist Literature (1985)The public domain: enclosing the commons of the mind (2009)The Extended Transportation-Imagery Model: A Meta-Analysis of the Antecedents and Consequences of Consumers' Narrative Transportation (2013)Learning the Trade (2000)What Is This Thing Called Lyric? (2016)Beyond Play (2007)Making virtual worlds: Linden Lab and Second Life (2009)Gamified Eroticism: Gay Male “Social Networking” Applications and Self-Pornography (2015)
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References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1959Anatomy of Criticism: Four Essays2,187 cited
  • 1982Toward an Aesthetic of Reception.1,283 cited
  • 1960Art and Illusion: A Study in the Psychology of Pictorial Representation1,138 cited
  • 1984The Art of Computer Game Design919 cited
  • 2006Gaming: Essays On Algorithmic Culture603 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 1982Hollywood Genres: Formulas, Filmmaking, and the Studio System510 cited
  • 1984Kinds of Literature: An Introduction to the Theory of Genres and Modes473 cited
  • 1983Kinds of Literature: An Introduction to the Theory of Genres and Modes463 cited
  • 2001Computer Game Studies, Year One.384 cited
  • 1960Art and Illusion: A Study in the Psychology of Pictorial Representation310 cited
  • 2001The Ultimate History of Video Games308 cited
  • 2005Genre and Hollywood305 cited
  • 2002The Medium of the Video Game241 cited
  • 2006Computer games: text, narrative and play229 cited

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Cited by

  • 2020iPlus a User-Centered Methodology for Serious Games Design49 cited
  • 2022Optimal Distinctiveness46 cited
  • 2021Commercial video games as a resource for mental health: A systematic literature review43 cited
  • 2024Video game accessibility in the top-level genres1 cited