About the Series

 

Approaches to Digital Game Studies  examines the social significance of digital games, bringing together a range of voices from different disciplines in order to advance ongoing conversations and initiate new areas of inquiry in the field of game studies. While conversant in digital game studies, titles in the series of monographs and anthologies bring approaches, theories, methods and questions from other disciplines to bear on the study of games.

Each volume of Approaches to Digital Game Studies is organized around the examination of a single game genre. Though digital game genres are a problematic the field continues to explore this question.  The series hopes to engage a number of distinct voices and invites book proposals that investigate either a ludic, thematic, or functional genre. Rather than limiting the dialogue, this conceptual schema is designed to both aid in deepening the conversation about the nature of genre in digital games and to provide an entrée for authors and readers with specific interests and investments.


   Ludic genres are identified by the
   systems of rules and game                   mechanics that structure the activity
   of 
gameplay. Examples include but
   are not limited to:

<<<  rhythm games

<<<  racing games

<<<  platformers

<<<  management simulations

<<<  strategy game

<<<  stealth game


   Thematic genres are defined by    
   representational characteristics, often        a narrative milieu or artistic style.
   Examples include but are not limited
   to
:

    <<<  survival-horror

<<<  science-fiction

<<<  Western

<<<  fantasy

<<<  military

<<<  abstract games

 

  Functional genres are 
   distinguished by the use or    
   purpose the game and may be    
   grouped by audiences. Examples 
   include but are not limited to:

<<<   party games

<<<   causal games

<<<   hardcore games

<<<   advergames

<<<   exergames

      <<<   newsgames