
The results also reveal that games vary to a great extent as to how crisp their genre membership is: some games belong mostly to a single genre while others belong equally to several genres. Our results indicate that the bulk of genre innovation took place in the 1980s and since then, the genre landscape has been dominated by sport-racing, strategy, and action games. Moreover, we allow the model to decide the number of topics present in the data each year which means that the genre classification is not stable the emergence of new genres and the disappearance of old ones is possible over the years. This radical departure from traditional genre analysis allows us to discern content topics (i.e., genres) automatically and provides an efficient and fast approach to analyze a large collection of games. Data-driven modeling was chosen because it allows the genre structure to arise from the data “bottom-up,” rather than being imposed from above, and can analyze a vast quantity of data consistently which would not be easily possible manually. This article proposes a data-driven modeling approach for a large collection of games with the goal of creating a rich description of the changes in the genre landscape and determining each game’s genre profile.

The solutions to many important research questions hinge on this omission: How does the genre landscape evolve? Which genres are most prevalent and which ones are disappearing? Which years or decades have been most productive in terms of genre innovation? The present article aims to introduce a novel method for automatic genre analysis that enables the treatment of thousands of games and hence offers a comprehensive view to the development of the genre landscape. Such a focus on individual games or individual genres has led to a situation where there are no established ways to assign genres to a large corpus of games.

However, most studies have either focused on ludological versus aesthetic features in defining video game genres ( Aarseth, 1997 Apperley, 2006) or are limited to analyzing a single genre or a single game, consequently failing to generalize on the typical characteristics of genres in comparison to each other ( Clearwater, 2011 Klevjer, 2005). In game studies, there is a growing interest in defining genres and constructing a vocabulary for describing video games.

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