Abstract
The aim of this article is to propose a practical classification of video games, which may contribute to systematizing and homogenizing empirical studies on different aspects of these interactive products, with a view to proposing its adoption not only at the research level, but also in the industry and the specialized press. This proposal is based on a theoretical analysis of previous classifications, especially, in the field of Game Studies and localization, although various industry and specialized press sources have also been consulted in order to maintain terminological consistency in all areas. Likewise, the use of this classification proposal will be briefly illustrated by a descriptive study carried out on the dubbing of action-adventure video games. The classification contains nine interactive genres, applying the single classification criterion of the types of activities required in each category, namely: Combat, adventure, racing, puzzles and labyrinths, simulation, strategy, rhythm, educational, competition and contest. This proposal is open to adding as many genres or sub-genres as new video games might arise.
Author supplied keywords
Cite
CITATION STYLE
Mejías-Climent, L. (2021). Clasificaciones de videojuegos. Una propuesta práctica para estudios empíricos. Revista Tradumatica, (19), 22–46. https://doi.org/10.5565/rev/tradumatica.242
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.