Bachelorprojekt 2012 - Peter Olsen
Bachelorprojekt 2012 - Peter Olsen
Bachelorprojekt 2012 - Peter Olsen
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Resumé<br />
Opgaven undersøger og diskuterer problemer i forbindelse med indeksering og især genreinddeling af<br />
computerspil. Der foretages en analyse af fem forskellige kilders nutidige genrepraksis og en<br />
sammenlignende diskussion af forholdet mellem genrepraksis på den ene side og forskellige<br />
<strong>Peter</strong> <strong>Olsen</strong><br />
spilteoretikeres idealer om spilgenrer på den anden. Hos teoretikerne identificeres en enighed om, at kun<br />
spillenes interaktive elementer bør udgøre deres genre. I praksis viser det sig, at interaktivitet kun er ét<br />
blandt et stort antal elementer, der er afgørende for genretildeling. En dybere analyse af en enkelt genre<br />
afslører, at selv alment anerkendte og dybt rodfæstede genrer ikke stemmer overens med hverken<br />
praktikere eller teoretikeres definitioner på selv samme genre, hvilket antyder, at intuition og tradition<br />
spiller en stor rolle for tildeling af spilgenrer. Sluttelig diskuteres de fremlagte problemers konsekvenser for<br />
indeksering og genfinding af computerspil. Det konkluderes desuden, at de brede og ikke-hierarkiske<br />
emneord, der udgør den mest udbredte praksis inden for genretildeling, kan vise sig at være utilstrækkelig i<br />
det stadigt voksende landskab af computerspil.<br />
Abstract (English)<br />
This thesis examines and discusses a number of problem areas in relation to the topic of video game<br />
indexing and genres. Five independent sources are analyzed with regard to genre practice. Similarities and<br />
discrepancies between this practice on the one hand and the ideals of various game theorists on the other<br />
hand are discussed. Theorists generally seem to agree that only the interactive elements of video games<br />
should constitute their genre. In practice interactivity is but one of a larger number of elements that are<br />
deciding factors for genre. A more thorough analysis of a single genre reveals that even commonly<br />
acknowledged and deeply rooted genres don’t necessarily correspond to definitions of that very same<br />
genre by neither practicians nor theorists. This suggests that factors such as intuition and tradition have a<br />
considerable effect on game genres. Lastly it is concluded that the broad and non-hierarchical subject<br />
headings that make up most of the current practice of game genre assignment may be considered<br />
insufficient in the ever growing landscape of video games of today.<br />
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