Video games are frequently classified by a number of factors related to how one plays them.
Genre '' is representative of the
platform game genre as its gameplay involves jumping between platforms. A video game, like most other forms of media, may be categorized into
genres. However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this is the primary means which one interacts with a video game. The narrative setting does not impact gameplay; a
shooter game is still a shooter game, regardless of whether it takes place in a fantasy world or in outer space. An exception is the
horror game genre, used for games that are based on narrative elements of
horror fiction, the
supernatural, and
psychological horror. Genre names are normally self-describing in terms of the type of gameplay, such as
action game,
role playing game, or
shoot 'em up, though some genres have derivations from influential works that have defined that genre, such as
roguelikes from
Rogue,
Grand Theft Auto clones from
Grand Theft Auto III, and
battle royale games from the film
Battle Royale. The names may shift over time as players, developers and the media come up with new terms; for example,
first-person shooters were originally called "Doom clones" based on
the 1993 game. A hierarchy of game genres exist, with top-level genres like "shooter game" and "action game" that broadly capture the game's main gameplay style, and several subgenres of specific implementation, such as within the shooter game
first-person shooter and
third-person shooter. Some cross-genre types also exist that fall until multiple top-level genres such as
action-adventure game.
Mode at the 2004
DreamHack with hundreds of players A video game's mode describes how many players can use the game at the same type. This is primarily distinguished by
single-player video games and
multiplayer video games. Within the latter category, multiplayer games can be played in a variety of ways, including locally at the same device, on separate devices connected through a local network such as
LAN parties, or online via separate Internet connections. Most multiplayer games are based on competitive gameplay, but many offer
cooperative and team-based options as well as
asymmetric gameplay.
Online games use server structures that can also enable
massively multiplayer online games (MMOs) to support hundreds of players at the same time. A small number of video games are
zero-player games, in which the player has very limited interaction with the game itself. These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own, watching the results as a passive observer, such as with many computerized simulations of
Conway's Game of Life.
Types Most video games are intended for entertainment purposes. Different game types include: ; Core games : Core or hard-core games refer to the typical perception of video games, developed for entertainment purposes. These games typically require a fair amount of time to learn and master, in contrast to casual games, and thus are most appealing to gamers rather than a broader audience. Most of the AAA video game industry is based around the delivery of core games. ; Casual games : In contrast to core games,
casual games are designed for ease of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at
mass market audience. They frequently support the ability to jump in and out of play on demand, such as during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as
match three,
hidden object,
time management, and
puzzle games. Causal games frequently use
social-network game mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day. Popular casual games include
Tetris and
Candy Crush Saga. More recent, starting in the late 2010s, are
hyper-casual games which use even more simplistic rules for short but infinitely replayable games, such as
Flappy Bird. ; Educational games :
Education software has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between
edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in
critical thinking, and
educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value. Examples of educational games include
The Oregon Trail and the
Carmen Sandiego series. Further, games not initially developed for educational purposes have found their way into the classroom after release, such as that feature
open worlds or
virtual sandboxes like
Minecraft, or offer critical thinking skills through
puzzle video games like
SpaceChem. ;Serious games :'' is an example of a simulation game. Further extending from educational games,
serious games are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or
gamification for reinforcement training. Educational games are a form of serious games, but other types of games include
fitness games that incorporate significant physical exercise to help keep the player fit (such as
Wii Fit), simulator games that resemble
flight simulators to pilot aircraft (such as
Microsoft Flight Simulator),
advergames that are built around the advertising of a product (such as
Pepsiman), and
newsgames aimed at conveying a specific advocacy message (such as
NarcoGuerra). ;Art games :Although video games have been considered an art form on their own, games may be developed to try to purposely communicate a story or message, using the medium as a work of art. These
art or arthouse games are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium. They may not have any type of win condition and are designed to let the player explore through the game world and scenarios. Most art games are
indie games in nature, designed based on personal experiences or stories through a single developer or small team. Examples of art games include
Passage,
Flower, and
That Dragon, Cancer.
Content rating '' Video games can be subject to national and international
content rating requirements. Like with film content ratings, video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequent adult-only games. Most content review is based on the level of violence, both in the type of violence and how
graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified. A primary identifier based on a minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of. The regulations vary from country to country but generally are voluntary systems upheld by vendor practices, with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings. Among the major content rating systems include: •
Entertainment Software Rating Board (ESRB) that oversees games released in the United States. ESRB ratings are voluntary and rated along a E (Everyone), E10+ (Everyone 10 and older), T (Teen), M (Mature), and AO (Adults Only). Attempts to mandate video games ratings in the U.S. subsequently led to the landmark
Supreme Court case,
Brown v. Entertainment Merchants Association in 2011 which ruled video games were a protected form of art, a key victory for the video game industry. •
Pan European Game Information (PEGI) covering the United Kingdom, most of the European Union and other European countries, replacing previous national-based systems. The PEGI system uses content rated based on minimum recommended ages, which include 3+, 8+, 12+, 16+, and 18+. •
Australian Classification Board (ACB) oversees the ratings of games and other works in Australia, using ratings of G (General), PG (Parental Guidance), M (Mature), MA15+ (Mature Accompanied), R18+ (Restricted), and X (Restricted for pornographic material). ACB can also deny to give a rating to game (RC – Refused Classification). The ACB's ratings are enforceable by law, and importantly, games cannot be imported or purchased digitally in Australia if they have failed to gain a rating or were given the RC rating, leading to a
number of notable banned games. •
Computer Entertainment Rating Organization (CERO) rates games for Japan. Their ratings include A (all ages), B (12 and older), C (15 and over), D (17 and over), and Z (18 and over). •
Unterhaltungssoftware Selbstkontrolle (USK) rates games for Germany. Their ratings include 0, 6, 12, 16, and 18. Additionally, the major content system provides have worked to create the
International Age Rating Coalition (IARC), a means to streamline and align the content ratings system between different region, so that a publisher would only need to complete the content ratings review for one provider, and use the IARC transition to affirm the content rating for all other regions. Certain nations have even more restrictive rules related to political or ideological content. Within Germany, until 2018, the
Unterhaltungssoftware Selbstkontrolle (
Entertainment Software Self-Regulation) would refuse to classify, and thus allow sale, of any game depicting
Nazi imagery, and thus often requiring developers to replace such imagery with fictional ones. This ruling was relaxed in 2018 to allow for such imagery for "social adequacy" purposes that applied to other works of art.
China's video game segment is mostly isolated from the rest of the world due to the government's censorship, and all games published there must adhere to strict government review, disallowing content such as smearing the image of the
Chinese Communist Party. Foreign games published in China often require modification by developers and publishers to meet these requirements. ==Development==