Games Analysis - Types

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Types of Game Analysis

In the schedule below the relationships between the different types of analysis and the involved elements of the communication in a games environment are visualised.

 

Types of analysis

 

Different methods for game analysis
Anachronical methods

The anachronical methods do not take time-related elements of production- or reception situation into account, but only focus on the factual elements of the medium itself.
Descriptive methods

The descriptive method concentrates only on the medium itself and excludes the field of communication and the communication process.

a) Statistical analysis

The statistical analysis consists of a numerical and a semiotical part. In the numeric part the different elements of the game are listed, e.g. campaigns, levels, syntagma, situations. It gives a plain overview of the different parts of the game. This part produces a complete list of all recognisable and countable parts. Of course the level of details can be chosen according to the demands of the research question.

In the semiotic part the statements made in the different elements are investigated. This also produces a list, but in this case of meanings and ideas, and the moments that these are communicated. This type of research does not focus on the effectiveness of the ideas and meanings communicated, it only looks at the parts and moments in the game that provide the player with an idea.

The combination of these two elements provides us with a pattern showing the structure of the game and the way it communicates its ideas and meanings. Depending on the level of detail it produces a total overview of the way the developers have tried to ensure the communication of their ideas. It does not indicate wether they succeed in this.

b) Analysis of contents

The content analysis concentrates only on the aspects of the medium, not on the communicator or the recipient. All different aspects of the game have to be taken into account, not just the gameplay, storyline or plot. This type of analysis can be used both for an individual game and for the comparison of different games.


Research criteria are possibly recurrent thematical elements, subjects of representation or design cliches. Important is that the parts that are being analysed must not be related to the meanings and ideas the developers wanted to forward, or the gamer wants to experience. One can only look at the different parts as they occur in this game or type of games.

The analysis of contents can be used both as an inductive as well as a deductive method: this means that a larger amount of games can be investigated in general, to find out which reoccuring elements are present, in order to formulate a hypothesis why this element is present is this type of games. Also the research can be started with formulating a hypothesis about the reoccurence of certain elements, which can be verified or falsisfied by the analysis of several games of the type related to the hypothesis.

Reductive methods

The reductive method concentrates only on certain elements of the game.

a) Morphological analysis

The morphological method investigates the morphemes, the smallest elements that bear meaning in a game, which are the situations. Although it is sometimes hard to recognise these elements, they can often be recognised by the "natural" moments of "rest" (or less stressfull situations) in the gameplay. The structure of the game or the architecture of the virtual space often offers these "natural breaks".

With the aid of the morphological analysis, certain types of situations can be recognised and put into an order. These types can be examined in relation to the syntagma and thus reveal certain patterns for meanings.

Every situation receives a statement or effect, e.g. loneliness-thrilling, snipershot, or key-search. The morphology can examine both isolated aspects of the game, e.g. the image, as more complex aspects, e.g. a combination of image and sound.


The goal of this type of analysis is on one hand to be able to recognise certain meanings with different aspects of the game, and on the other hand to define the narrative and/or gameplay function of the situations. A morphological analysis is easiest done with known genres, as the different types of situations are already known, and therefor more easy to recognise.

b) Genetical analysis

The (effect) genetical analysis concentrates on the psychological components related to the experience and observation of elements of the game code. It concentrates on the structure and setting of components with a known effect as a way to make it possible for a player to experience certain emotions or effects. This type of analysis does not concentrate on the question whether and how strong this is being experienced by the player. A sudden appearing of a monster in a dark environment is such a component: one might expect a player to be startled by it, it does not mean that he has to be startled by it.

Playing and experiencing a game does not happen in a neutral environment, but is surrounded by experiences the user has gained in his life and translated into playing and experiencing habits. Certain elements of a game will therefor have clear defined efects on the user.

The effect of a game as a whole is made up out of the designed "genetical" structure of the game, which consists of a large amount of these elements. Some of these elements receive their meaning from a historical grown effect, others from the directly experienced psychological moment. The genetical analysis investigates how certain intentional effects can be realised through the game code.

The goal of this type of analysis is to describe the start and development of the game code, and the effect of its elements at a certain moment. Important questions for this type of analysis are: How does the game work at the moment of reception? and: How is the effect accomplished?

Synchronical methods

The synchronical method investigates the communication process of the game. All historical aspects are left out of the research.
Inductive methods

The inductive method seeks knowledge about the communication process of games, by combining the information of several different elements.

a) Game related analysis

The game related method researches one game by relating it to all other games (or a representational selection) from the same developers studio (or distributor, leading artist, etc.) or possibly a related group or development. It puts a game in the context of its background or context during its development, and shows the development of a developers studio or a type of games.

In the same way it is possible to compare games from two different, but for certain reasons comparable, developers or studios. This type of comparison focusses on the differences and the resemblances between games, and/or developers.

This type of analysis provides a large amount of information on games and its makers. As it has no clear boundaries it is important to clearly define the subjects this analysis will focuss on to begin with, but with the possibility to expand the range of research on a later moment if necessary.

b) Sociological analysis

The sociological method concentrates on the communication field of games. A game is treated as a product, which is offered by a producer to a consumer / recipient. The focus is not so much on the game itself, but more on the social context of the game, both on the side of the producer and the consumer.

For the sociological analysis it is important to gain an important amount of knowledge about the social factors of the time of production. This includes information on:

- the productional conditions of games:
* the status of the games industry (privat companies, governmental influences, etc.)
* the economical factors of the production (productional stimuli, monopolies, international connections and relations, etc.)
* regulations on contents (censorships, subsidies for the production or development of games, etc.)
* information on the situation of distribution
* the trading system (producers, distributors, shops)
* the release and promotional system (commercials, magazines, times and places of first release)

- information on the situation of the reception of the game:
* the media structure (amount of media offered, contents and culture of media, etc.)
* the use of media (composition of the group of recipients, place of media in the spenditure of leisure time, financial budget for the use of media, etc.)
* the consumption of media (motivation to use media, the effect of media, social importance of the reception, etc.).


A sociological analysis can under these circumstances treat the medium itself only on the surface and is concentrated on all elements and their mutual relations of the communication field of games.

Interpretative methods

The interpretative methods focus on the effect, the psychological reaction, of the user, deriving of the game reception.

a) Psychological analysis

The psychological game analysis is related to the effect a game causes to a recipient. It tries to capture the associations and impressions, caused by the reception of the images, sounds and interaction of the game, and that influence for a shorter or longer period the emotions of the recipient. Strictly spoken each gamer should be interviewed for his or her feelings during reception, as numerous details have their influence on the reception of a game. But on the other hand it is safe to assume that many of the impressions gained during gameplay are intersubjective.

The psychological analysis uses six fundamental types of questions:

1. Analysis of the pattern and changes in gameplay (Amount of action, division of active moments during the game, changes in type of action)
1. Analysis of the observation of the use of different game design elements. (Conciousness of the use of music or sounds to underline the action, editing, action patterns, spatial construction, etc.)
2. Analysis of the changes in attitude. (Change or fortification of prejudices, of political opinions, of artistic taste, etc.)
3. Analysis of the changes of appearances. (Sort of change in habits [clothes, gesticulations, etc.], interaction [style of speech, communication forms, attitude in conflicts, etc.], way of interacting [imitation, group orientation, social role, etc.], etc.)
4. Analysis of influences on the structure of concious mind. (Identification with characters or situations, imitation of the game situation, reflection on the contents, need for further communication, etc.)
5. Analysis of influences on the structure of the subconcious mind. (Fear or joy, tension or relaxation, interest or boredom, etc.)

b) Analysis of statements

The analysis of statements includes all three elements of the communication field: the communicator, the recipient, and the medium. It investigates if it is possible to make statements on the attitude of the recipient based on different elements of the game.

The analysis of statements is a very complex method if all aspects and sub-analyses are taken into account. When used in a simplified form, it is sufficient to investigate the intentions of the communicator, recognisable through the significant details of the game.

Normally this means that all elements of the game that have a possible influence on the attitude of the recipient are isolated and described. These elements can either have a symptomatic or appellative character, which means that they can be traced back to the attitude of the communicator, or have a possible influence on the attitude of the recipient.

These isolated elements are combined as much as possible to come to a complex statement on the attitude and goal of the communicator.

Diachronical methods

The diachronical method treats games in their production and reception history as a form of human communication next to other forms.
Deductive methods

The deductive method uses a certain theoretical model as a starting point, and researches the usefullnes of the model for the analysis of that specific game.

a) Game historical analysis

The game historical analysis (also genre analysis, style analysis) relates games to previous games which are comparable. An adventure game is understood as deriving of the development of the genre Adventure, etc.

It assumes a "knowledge-historical continuity". This is the assumption that there is no developer that has ever developed a game without having seen or played any other game. This method demands a profound knowledge of games history and developers.

The game historical analysis can be used with different points of attention:

  • as genre analysis (there are about twelve different genres)
  • as style analysis (development of a certain style in games)
  • as analysis of a national game development (the game industry in a certain country)
  • as theme historical analysis (e.g. science-fiction elements)
  • as problem historical analysis (e.g. magical quests because of evil magic)
  • as contents historical analysis (e.g. games on historical wars)
  • as comparative analysis (e.g. shooters from the United States or Great Britain)
  • as analysis of the use of design elements (e.g. types of graphics)
  • as visualisation analysis (e.g. the representation of the female character in games)

Many more variations are possible, which can all be combined for different kinds of analyses.

b) Analysis of meanings

The analysis of meanings (semiology) is concentrated on the formal and contents units of the game, that in the development of games or a certain genre have gained a certain meaning - partly these will be known as stereotypes. It concentrates on elements that have been used in larger amounts of games, that bear a similar or even exactly the same meaning in every game or type of games.

For the understanding of a large amount of games this type of analysis is very important. It helps understanding the different aspects of communication and gameplay of different types of games, but should also be seen as a starting point for further research.

Ideology critical methods

The ideology critical methods research to what extent system stabilising or disrupting theories of social systems, can be found in games that have been made during periods or in countries under the influence of these systems.

a) Structuralistic analysis

The structuralistic analysis researches all relevant elements of the communication process of games. With this method, the relation between the game as a communicational product and the collective consciousness of the society in which it is made, is investigated.

This type of analysis looks to what extent the structure of a game is influenced by different types of ideology.

It researches whether certain actions or situation structures, that are characteristic for the game analysed, can be related to certain ideologies that are present in the related society, or vice versa: if certain idelogies present in the related society can be recognised in the game. A differentiation can be made in relation to implicit and explicit ideologies in relation to a society or an individual.

b) Marxist analysis

The marxist analysis is related to the use of realism. This type of analysis looks at the social reality represented in a game. To see if to what extend it is mirrored in the game in its social class structure.

The starting point for a marxist analysis is threefold:

1. Which social conditions were true at the moment of development of the game.
2. In what way are social facts represented in the game.
3. Is the representation of the social situation in the game a realistic reflection of the real social situation.