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Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator
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Unreal Games.

Carl Therrien1, Jean-Charles Ray1, Laurie-Mei Ross Dionne2

  • 1Département d'histoire de l'art, de cinéma et des médias audiovisuels, Université de Montréal, Montréal, Québec, Canada.

Games and Culture
|May 25, 2026
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Summary
This summary is machine-generated.

This study explores "real games" by examining overlooked genres like visual novels and walking simulators. It investigates the qualities that define gameplay, challenging traditional notions of what constitutes a game.

Keywords:
cultural warsdating simulatorsliterary gamesreal gamesvideo game historiographyvisual novelswalking simulators

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Area of Science:

  • Game Studies
  • Digital Humanities
  • Media Studies

Background:

  • Scholarly and community debates question the 'game' status of certain genres, including visual novels and walking simulators.
  • These genres face criticism regarding simplicity, lack of challenge, or mature content, yet demonstrate significant popularity and historical presence.
  • Over 50,000 visual novel titles and thousands of walking simulators highlight their substantial cultural and digital footprint.

Purpose of the Study:

  • To analyze the characteristics of often-dismissed game genres.
  • To investigate the qualities that contribute to a game's perceived 'realness' or legitimacy.
  • To examine the historical and contemporary significance of genres like visual novels and walking simulators within game studies.

Main Methods:

  • Qualitative analysis of game genres frequently debated as 'real games'.
  • Examination of historical game databases and platforms (e.g., Visual Novel Database, Steam, MobyGames).
  • Literature review of game studies scholarship and community discussions on game definitions.

Main Results:

  • Identified common criticisms leveled against genres such as walking simulators and visual novels.
  • Documented the extensive volume and historical presence of these genres across various platforms.
  • Found that despite criticism, these genres possess qualities that contribute to their elevation as 'real games'.

Conclusions:

  • The definition of 'real games' is often narrowly conceived and excludes significant interactive experiences.
  • Genres like visual novels and walking simulators possess unique qualities that warrant their inclusion in game studies.
  • Further research is needed to understand the diverse spectrum of gameplay and its evolving definition.