Explanation of the criterium


 * Business model :
 * Free
 * Freemium
 * Subscription
 * Classical (buy/download)
 * Donation


 * Type of production :
 * Client based
 * Web based


 * Age target (based on gameplay difficulty and thema):
 * Child
 * Teen
 * Adult
 * Teen and Adulte


 * Gender target (Based on thema) :
 * Boy
 * Girl
 * Mixt


 * Type of game :
 * Click and point (include old click and points games as Monkey Island and Escape Room games)
 * FPS : First person shooter
 * Management / Simulation : Every game founded on the optimization of ressources allocation inside an « organism » will be considered as a Management Game. So, Sim City or a Sim Date is a Management/ Simulation game. Not Flight Simulator.
 * Platform
 * Puzzle : Include Logical puzzle, Physical based puzzle Action based puzzle (Tetris type, wich implied the only limit of the time played is the player skill) and Board games.
 * Driving
 * RPG
 * Shooting/Fight. Whenever you have to destroy everything to finish a level. Include defense game.
 * Sports
 * Strategy : In reality, they are tactical game. It includes RTS (Real Time Strategy), but also Turn by turn Strategy, TD (Tower Defense) and Battle cards games (as Magic).
 * Upgrade games : weirdly, some games are only based on upgrade (mix with other things). It is the case of really different games that would be examined here. Example : Toss the turtle, Infectinator.


 * Type of multi :
 * Solo
 * « Social » (fakely multiplayer)
 * Multi
 * MMO


 * Type of temporality :
 * One time game
 * Session without record (for instance, a MMO FPS)
 * Continued session (The player has to come back as often as possible)


 * Accessibility :
 * Hardcore
 * Casual
 * Hardcore and Casual (accessibility + deepness of the gameplay)


 * Type of gameplay pleasure:
 * Player skill
 * Unwind
 * Solving
 * Upgrading
 * Discovery


 * Type of player focus : Does the player need to use his reflex, or can he weight each decision ? Yes/No.


 * Content Creation. Yes/ No. Wich type.


 * Virtual/Reality relationship. Yes/ No. Comment.