Industry
Understanding the Games Industry
The platforms where gaming and game streaming happen, plus a taxonomy of gaming genres.
Thirty genres, each with a definition, its subgenres, ninety named example games, and the words actually used for it in Chinese, Japanese and Korean. These are the labels the platforms use, not a scheme imposed over them: the industry has no shared genre taxonomy, so two datasets that look like they describe the same thing often do not.
Segment
30 of 30 shown
These rows
| Icon | Genre | Definition | Subgenres | Segment |
|---|---|---|---|---|
| Puzzle | Logic and pattern games solved one problem at a time, covering matching, sorting, words, physics and riddles. Short sessions, low commitment. | Match Swap, Match Pair, Sort, Riddle, Word, Physics, Block, Match Merge, Trivia | Mobile, cross-platform | |
Example games | ||||
| Simulation | Games that model a system to build, manage or inhabit, covering creative sandboxes, light tycoon and management, idle loops and life sims. | Sandbox, Simulator, Idler, Tycoon/Crafting, Driving/Flight | Mobile | |
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| Arcade | Fast, reflex-driven single-session games with simple controls, covering endless runners, rhythm and casual action. | Platformer/Runner, Other Arcade, Music/Rhythm, Arcade Combat | Mobile | |
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| RPG | Character progression, collection and persistent advancement, usually gacha-monetised on mobile. | Idle RPG, MMORPG, Squad RPG, Puzzle RPG, Turn-based RPG, Open-World Adventure | Mobile, PC, console | |
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| Strategy | Planning, resource management and competition, covering base-building, real-time tactics, 4X empire, tower defense and card battlers. | MOBA, 4X, RTS, Build & Battle, Tower Defense, Card Battler | Mobile, PC | |
| Casino | Social-casino and chance-based games, covering slots, poker, bingo, coin-pusher, dice and board formats, and mahjong. Gambling-adjacent with no real-money payout. | Slots, Coin-pusher, Mahjong, social casino | Mobile | |
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| Lifestyle | Expressive, identity and care-oriented play, covering avatar and character customisation, dress-up, home design and virtual pets. | Customization, Virtual Pet | Mobile | |
Example games | ||||
| Tabletop | Digital versions of classic table and card games, covering solitaire, chess, board games and coloring. Includes culturally specific variants such as Korea's 고스톱 (Go-Stop) and 맞고 (Matgo). | Solitaire, Board, Drawing & Coloring | Mobile, PC | |
| Sports | Realistic and arcade sports simulations, covering football, pool, basketball and management titles. | Realistic Sports, Arcade Sports, Sports Manager | Mobile, console, PC | |
Example games | ||||
| Shooter | Aim-and-fire combat, covering battle royale and first and third-person shooters. | Battle Royale, FPS/TPS | Mobile, PC, console | |
Example games | ||||
| Racing | Driving and racing games, mostly arcade-style on mobile. | Arcade Racing | Mobile, console | |
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| Action | Real-time combat and reflex games outside the shooter and arcade buckets, covering hack-and-slash, action sandbox and shoot-'em-up. | Shoot 'em Up, Hack and Slash, Action Sandbox | Mobile | |
| Geolocation | Location-based games using real-world movement, GPS and AR. | Geolocation | Mobile | |
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| Adventure & narrative | Story-led games where progress comes from exploration, dialogue and puzzle-solving rather than combat systems. | Point-and-click, Walking simulator, Narrative adventure, Interactive fiction | PC, console, stores | |
Example games | ||||
| Survival & crafting | Games built on resource gathering, base construction and persistent threat, usually in an open world with heavy loss on death. | Open-world survival, Crafting, Extraction, Colony survival | PC, console | |
Example games | ||||
| Fighting | One-on-one or small-team melee combat with per-character movesets, built around competitive skill expression. | 2D fighter, 3D fighter, Platform fighter, Arena fighter | Console, arcade, esports | |
Example games | ||||
| Platformer | Movement-led games where traversal, jumping and level geometry are the core challenge. | 2D platformer, 3D platformer, Metroidvania, Precision platformer | Console, PC | |
Example games | ||||
| Horror | Games organised around fear, dread and threat. Defined by tone rather than mechanic, which is what makes it unstable as a category. | Survival horror, Psychological horror, Co-op horror, Analog horror | PC, console, streaming | |
| Roguelike & roguelite | Run-based games with procedural generation and loss of progress on death, where some progress carries across runs in the roguelite variant. | Traditional roguelike, Roguelite, Roguelike deckbuilder, Action roguelike | PC | |
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| Party & social deduction | Short-session multiplayer games designed for groups, including hidden-role and social-deduction formats. | Party, Social deduction, Minigame collection, Quiz | Cross-platform | |
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| Visual novel | Text-led games where the primary interaction is reading and branching choice, often with limited or no other mechanics. | Visual novel, Otome, Sound novel | Japan, PC | |
| Rhythm & music | Games where input is timed to music, with a strong arcade and mobile presence in Japan and Korea. | Rhythm action, Idol rhythm, Instrument, Arcade rhythm | Japan, Korea, arcade, mobile | |
| MMO | Persistent shared-world games supporting large simultaneous populations, usually subscription or item-shop monetised. | MMORPG, MMO sandbox, Social world | PC, Korea, console | |
| Sandbox & UGC platform | Platforms where most playable content is made by users rather than the operator. Function as storefronts and social spaces as much as games. | UGC platform, Creative sandbox, User-generated worlds | Cross-platform | |
Example games | ||||
| Simulation, vehicle and management | High-fidelity simulation of vehicles, farming, industry and sports management, usually with long sessions and steep learning curves. | Sim racing, Flight sim, Farming sim, Sports management, Colony sim | PC, console | |
| Educational & kids | Games made for children and for learning contexts, distributed through store categories rather than vendor genre trees. | Early learning, Kids entertainment, Classroom | Stores, mobile | |
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| Indie | Not a genre at all. A production and funding descriptor, meaning a game made outside major-publisher structures, which vendor trees carry alongside genres as though it were one. | No subgenres. The term describes who made a game rather than how it plays | Cross-platform | |
Example games | ||||
| Pinball | Digital recreations of physical pinball tables, plus original tables built to the same physics conventions. | Table simulation, Original tables, Licensed tables | Cross-platform, arcade | |
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| Quiz and trivia | Question-and-answer games scored on knowledge and speed, including live and asynchronous multiplayer formats. | Trivia, Quiz show, Live quiz, Pub quiz | Mobile, cross-platform | |
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| Word | Games built on vocabulary, spelling and letter manipulation, including crosswords, anagrams and guessing formats. | Crossword, Anagram, Word search, Guessing | Mobile | |
Example games | ||||