Spontaneous recognition of impactful video games: a user-centric classification framework

Pilar Terron-Lopez, M. Terrón-López, Guillermo Castilla-Cebrian
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Abstract

The potential impact of a video game is directly conditioned by its recognizability in the public conscience. But classifying video games in this manner can be a challenging endeavor. This paper emphasizes inconsistencies in recognition metrics and the absence of a unified system of classification. It approaches the problem through a twofold methodology involving a systematic literature review exploring existing classifications and genres, and an exploratory survey gathering data on spontaneously recognized video games in Spain. The study utilizes quantitative data to create three lists of video games—most played globally, most representative internationally, and most significant in the Spanish market. The findings reveal complexities in comparing video game data and underscore the importance of comprehensive research frameworks. The study contributes valuable insights into video game recognition dynamics among users, addresses the scarcity of comparative research in the gaming field, revealing the subjective impact of globally recognized video games and highlighting the possible relations between industry trends, spontaneous recognition, and consumer preferences.
自发识别有影响力的视频游戏:以用户为中心的分类框架
电子游戏的潜在影响直接取决于其在公众意识中的可识别性。但是,以这种方式对电子游戏进行分类是一项极具挑战性的工作。本文强调了识别度量标准的不一致以及缺乏统一分类系统的问题。本文从两方面着手解决问题,一是对现有分类和流派进行系统的文献综述,二是进行探索性调查,收集西班牙自发识别的视频游戏数据。研究利用定量数据创建了三个视频游戏列表--全球最受欢迎游戏、国际最具代表性游戏和西班牙市场最重要游戏。研究结果揭示了比较视频游戏数据的复杂性,并强调了综合研究框架的重要性。这项研究有助于深入了解用户对视频游戏的认知动态,解决游戏领域缺乏比较研究的问题,揭示全球知名视频游戏的主观影响,并强调行业趋势、自发认知和消费者偏好之间可能存在的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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