Games Analysis - Range

Sources:

The range of a game analysis

An analysis can be conducted in different ranges. The choice of the range is, besides other criteria, important for the choice of the type of analysis.

 

Games as product for consumption
When a game is looked at as a commercial product, it can be typified as a product of the entertainment industry. To be able to describe the function of a game in a consumption process, one has to make a choice between three possible type of games: the leisure game, the apparently escape-from-reality games, and the related-to-reality games.
The leisure time games have the function to relax the user. There is no conflict, and the gamer does not have to put much effort into playing the game. Puzzle type of games for instance often fulfill these requirements.
Looking at the escape-from-reality games, we encounter a world full of dangers and violence. The user has to put a substantial amount of effort into entering the gameworld and staying there. In general the player represents the "good" party that has to conquer evil and resque a third party involved (the world, a race, or an individual). In these type of games the user can fulfill its desire for adventure and heroism.
Finally, the games related to reality, simulate the known everyday environment or situation, but give the gamer control over elements normally out of reach. The user can order his life in a way totally different from his normal way, or opposite, as a perfection of his everyday wishes.

Games as a cultural product
Game has seldom been associated with art during the 40 years of its existence. And at this time, it is hard to recognize which game has an artwise character.
It is easier to decide, if a game is trivial or not. If one has the opinion, that a certain game is not solely a consumption product, but a 'classic' game (or one to become one), it can be recognised as a cultural product.
Games as a cultural product always have to be examined in its context and situation in society and history. Depending on the goal of the communicator or developers of the game, this can be recognised as a representation of values and ideas deriving of this society.

Games as an educational tool
More and more schools and educational institutes use computers as a tool in the education of students. Not much software though, is specially developed for this area, although this is amount growing.
Educational games are at present more developed for the home market: parents will sooner purchase a game (and allow it to be played) when it (also) has an educational element.
The educational aspect is at the moment limited to children's education. As a tool in adolescent or adult education games are hardly used, although this could be an important field for further development, without having to lose the "playability".