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  1. Hello all, My colleagues and I from the Illinois Institute of Technology are conducting a research study to develop a measure of prior videogame experience (PVGE), intended to help develop and use learning games. Currently, we are trying to link situational and dispositional factors with PVGE through an online survey to validate the new scale. Please help us with the research by participating in this brief and confidential survey, approved by the university's institutional review board. The link is provided: I would be glad to answer any questions or concerns. Thank you!
  2. Hey Totor, I do have resources related to game taxonomy; I can point you toward research literature covering taxonomy, if that's what you're looking for. But it sounds like you want a list of all games classified. Your best bet is to check out Steam's list All PC games there have been dated and tagged according to their genre or mechanics (or artistic style, or theme, or some other characteristic). Bear in mind, classification of video games is very subjective, and many of the tags on Steam communicate very little meaning, or communicate meaning only to a select audience. Hope it helps! Best, Green
  3. Thanks to all who participated! We've stopped data collection, and gotten a lot of valuable feedback from you guys. Despite the end of data collection, I'd still welcome any questions you may have about the study, or any input you guys have on game taxonomy. Best, Green
  4. Unfortunately, that's a flaw with the survey design; the demographics should have come at the end. However, some of them are actually very useful and do relate to video games and the taxonomy. For example, there may be generational differences in interpreting the meaning of some gaming genres. Of course, I realize classifications overlap, and games (even those based on franchises) resist clean distinction and classification. This is the problem we must compromise on; we have to have a broad coverage with enough distinction to communicate meaningful differences, but we cannot have a hundred different classes based on all their different combinations. Nevertheless, it is still a useful concept. The very thing that makes classification cumbersome is what also makes it useful. Classes are rigid. They convey meaning across time and space. Insofar as our schemas change with time and experience, and vary from person to person and culture by culture, I think it is useful to blend the concept of living relationships and classes by providing examples alongside definitions to serve as anchors for a frame of reference to create and communicate shared meaning.
  5. Hello,I’m a student at the Illinois Institute of Technology and I’m looking for your help. We are conducting an online research study to develop a measure of game experience, and we are currently looking for input from game developers on game definitions. I was hoping you would be willing to take part in the study by responding to our survey.The survey should take no more than 15 minutes of your time, and your answers to the survey are fully confidential. There is no compensation for participation. I would be more than happy to provide you further details or answer any questions on this post.The link to the survey is given below. Your participation would be immensely appreciated. You would be making a great contribution to science about videogames; in fact, this research may contribute to more effective game design and development because there are few holistic measures of game experience and a general lack of agreement on the "proper" way to classify games (as the notions surrounding game genres and types change across time, space, and culture). Thank you!Link: would you go about classifying a game you developed? Best,Green