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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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