Rhythm game or rhythm action is a genre of music-themed action video
game that challenges a player's sense of rhythm. Games in the genre
typically focus on dance or the simulated performance of musical
instruments, and require players to press buttons in a sequence
dictated on the screen. Doing so causes the game's protagonist or
avatar to dance or to play their instrument correctly, which increases
the player's score. Many rhythm games include multiplayer modes in
which players compete for the highest score or cooperate as a
simulated musical ensemble. While conventional control pads may be
used as input devices, rhythm games often feature novel game
controllers that emulate musical instruments. Certain dance-based
games require the player to physically dance on a mat, with
pressure-sensitive pads acting as the input device.
The 1996 title
PaRappa the Rapper
PaRappa the Rapper has been deemed the first
influential rhythm game, whose basic template formed the core of
subsequent games in the genre. In 1997, Konami's
Beatmania sparked an
emergent market for rhythm games in Japan. The company's music
division, Bemani, released a series of music-based games over the next
several years. The most successful of these was the 1998 dance mat
game Dance Dance Revolution, which was the only
Bemani title to
achieve large-scale success outside Japan, and would see numerous
imitations of the game from other publishers.
Other Japanese games, particularly Guitar Freaks, led to development
Guitar Hero and
Rock Band series that used instrument-shaped
controllers to mimic the playing of actual instruments. Spurred by the
inclusion of popular rock music, the two series revitalized the rhythm
genre in the Western Market, significantly expanded the console video
game market and its demographics. The games provided a new source of
revenue for the artists whose music appeared on the soundtracks. The
later release of
Rock Band 3 as well as the even later
allow players to play the songs using a real electric guitar. By 2008,
rhythm games were considered to be one of the most popular video game
genres, behind other action games. However, by 2009, the market was
saturated by spin-offs from the core titles, which led to a nearly 50%
drop in revenue for music game publishers; within a few years, both
series announced they would be taking a hiatus from future titles.
Despite these setbacks, the rhythm game market continues to expand,
introducing a number of danced-based games like Ubisoft's Just Dance
Dance Central that incorporate the use of motion
controllers and camera-based controls like the Kinect. Existing games
also continue to thrive on new business models, such as the reliance
on downloadable content to provide songs to players. The introduction
of the new generation of console hardware has also spurred return of
Guitar Hero and Harmonix's
Rock Band titles in late 2015.
1 Definition and game design
2.1 Origins and popularity in Japan (1970s–2000)
2.2 Popularity in the West (2001–2004)
2.3 Peripheral-based games (2005–2013)
2.4 Rhythm games for young girls (2004-present)
2.5 Virtual idol-featured rhythm games (2008–present)
2.6 Future directions (2010–present)
3 Health and education
Definition and game design
Many rhythm games, such as Frets on Fire, use a scrolling "note
highway" to display what notes are to be played, along with a score
and a performance meter.
Rhythm game, or rhythm action, is a subgenre of action game that
challenges a player's sense of rhythm. The genre includes dance
games such as
Dance Dance Revolution
Dance Dance Revolution and music-based games such as
Donkey Konga and Guitar Hero. Games in the genre challenge the
player to press buttons at precise times: the screen shows which
button the player is required to press, and the game awards points
both for accuracy and for synchronization with the beat. The genre
also includes games that measure rhythm and pitch, in order to test a
player's singing ability, and games that challenge the player to
control their volume by measuring how hard they press each button.
While songs can be sight read, players usually practice to master
more difficult songs and settings. Certain rhythm games offer a
challenge similar to that of Simon says, in that the player must
watch, remember, and repeat complex sequences of button-presses.
Rhythm-action can take a minigame format with some games blending
rhythm with other genres or entirely comprising minigame
In some rhythm games, the screen displays an avatar who performs in
reaction to the player's controller inputs. However, these
graphical responses are usually in the background, and the avatar
is more important to spectators than it is to the player. In
single-player modes, the player's avatar competes against a
computer-controlled opponent, while multiplayer modes allow two
player-controlled avatars to compete head-to-head. The popularity
of rhythm games has created a market for speciality input devices.
These include controllers that emulate musical instruments, such as
guitars, drums, or maracas. A dance mat, for use in dancing games,
requires the player to step on pressure-sensitive pads. However,
most rhythm games also support more conventional input devices, such
as control pads.
Origins and popularity in Japan (1970s–2000)
In the early 1970s, Kasco (Kansei Seiki Seisakusho) created a
rhythm-based electro-mechanical arcade game, designed by Kenzou
Furukawa and produced by Kenji Nagata. According to Nagata, it was
Furukawa's "idea for a game where you’d lift girls skirts in time to
some rhythm", inspired by the 1969 Japanese Oh! Mouretsu commercials.
The arcade game was released in Japan. Another early rhythm-based
electronic game was the handheld game Simon, created in 1978
Ralph Baer (who created the Magnavox Odyssey) and Howard Morrison.
The game used the "call and response" mechanic, in which players take
turns repeating increasingly complicated sequences of button
Dance Aerobics was an early rhythm-based video
game released in 1987, and allows players to create music by stepping
Power Pad peripheral for the NES video game console. The
PaRappa the Rapper
PaRappa the Rapper has been credited as the first true
rhythm game, and as one of the first music-based games in
general. It requires players to press buttons in the order that
they appear on the screen, a basic mechanic that formed the core
of future rhythm games. The success of
PaRappa the Rapper
PaRappa the Rapper sparked
the popularity of the music game genre. In 1997, Konami
released the DJ-themed rhythm game
Beatmania in Japanese arcades. Its
arcade cabinet features buttons similar to those of a musical
keyboard, and a rubber pad that emulates a vinyl record. Beatmania
was a surprise hit, inspiring Konami's Games and Music Division to
change its name to
Bemani in honor of the game, and to begin
experimenting with other rhythm game concepts. Its successes
include GuitarFreaks, which features a guitar-shaped controller, and
1998's Pop'n Music, a game similar to
Beatmania in which multiple
colorful buttons must be pressed. While the GuitarFreaks
franchise continues to receive new arcade releases in Japan, it was
never strongly marketed outside of the country. This allowed Red
Harmonix to capitalize on the formula in 2005 with the
Western-targeted Guitar Hero. In general, few Japanese arcade
rhythm games were exported abroad because of the cost of producing the
peripherals and the resulting increases in retail prices. The 1999
DrumMania featured a drum kit controller, and could be
GuitarFreaks for simulated jam sessions. Similarly, this
concept was later appropriated by
Harmonix for their game Rock
Dance Dance Revolution, released in 1998, is a rhythm game in which
players dance on pressure-sensitive pads in an order dictated by
on-screen instructions. The game was highly successful both in and
outside Japan, unlike games such as GuitarFreaks,
Beatmania, though the latter had some success in Europe. Released
the same year, Enix's
Bust a Groove
Bust a Groove features a similar focus on
dancing but employs a more conventional input method. The game
contains competitive one-on-one battles, and grants the player more
freedom than typical rhythm games.
NanaOn-Sha, the creators of PaRappa the Rapper, released
1999. It eschews instrument-shaped controllers; instead, players
maneuver the protagonist through an obstacle course by pressing
buttons at correct times. The game's levels are generated by the
background music, which players may change by inserting audio CDs.
While it was praised for its unique style and artistry, Vib-Ribbon's
simple vector graphics proved difficult to market, and the game was
never released in North America. Sega's Samba de Amigo,
released in arcades in 1999 and on the
Dreamcast in 2000, features
maraca-shaped, motion sensitive controllers. The game allows for
two-player gameplay, provides a spectacle for onlookers and allows
players to socialise while gaming. In 2000, Taiko no Tatsujin
combined traditional Japanese drums with contemporary pop music, and
became highly successful in Japanese arcades. The game was later
released on consoles in the West as Taiko Drum Master, and the
franchise continues to receive new installments in Japan. Gitaroo
Man featured a guitar-playing protagonist four years before the
release of Guitar Hero, though the game employed a conventional rather
than guitar-shaped controller. Gitaroo Man's creator, Keiichi
Yano, later created Osu! Tatakae! Ouendan, a rhythm game for the
Nintendo DS that utilizes the handheld's touchscreen features. It
became a highly demanded import title, which led to the release of an
altered version of the game in the West—Elite Beat Agents—and a
sequel in Japan.
Popularity in the West (2001–2004)
Harmonix was formed in 1995 from a computer music group at MIT.
Beginning in 1998, the company developed music games inspired by
PaRappa the Rapper. In 2001, the company released Frequency, which
puts the player in control of multiple instrument tracks. Ryan Davis
GameSpot wrote that the game provides a greater sense of creative
freedom than earlier rhythm titles. Frequency was critically
acclaimed; however, marketing was made difficult by the game's
abstract style, which removed the player's ability to perform for
onlookers. In 2003,
Harmonix followed up Frequency with the
similar Amplitude. The company later released a more socially
driven, karaoke-themed music game in
Karaoke Revolution (2003).
Donkey Konga, a
GameCube title developed by
Namco and released in
2003, achieved widespread success by leveraging Nintendo's Donkey Kong
Peripheral-based games (2005–2013)
An impromptu group of
Rock Band 2 players
Harmonix and the small publisher
RedOctane released Guitar
Hero, a game inspired by Bemani's GuitarFreaks. However, instead of
the Japanese pop that comprises the earlier title's soundtrack, Guitar
Hero features Western rock music. The game reinvigorated the rhythm
genre, which had stagnated because of a flood of Dance Dance
Revolution sequels and imitations.
Guitar Hero spawned several
sequels, and the franchise overall earned more than $1 billion, with
the third installment ranking as the best selling game in North
America in 2007.
Guitar Hero with the Rock Band
franchise, which also earned over $1 billion.
Rock Band titles support
multiple instrument controllers and cooperative multiplayer, allowing
players to play as a full band. The
Guitar Hero franchise followed
suit with the band-oriented, Neversoft-developed
Guitar Hero World
Guitar Hero installments based on specific bands, such as
Metallica and Aerosmith, were also published. Additional songs for
Guitar Hero and
Rock Band were made available for purchase via the
Internet, which generated further revenue. Artists whose work
is featured in the games receive royalties, and the increased
publicity in turn generates further sales of their music. The
success of the
Guitar Hero and
Rock Band franchises widened the
console video game market and its demographics, and the popularity of
the genre drove increased sales of consoles. In 2008, it was
reported that music games had become the second most popular video
game genre (behind action) in the United States, with 53% of players
being female. At its height in 2008, music games represented about
18% of the video game market.
Video game industry analysts considered 2009 to be a critical year for
rhythm games, and they believed that it would allow them to gauge the
future success of the genre. Both the
Guitar Hero and Rock Band
franchises were expanded, and they received entries for handheld
gaming devices and mobile phones. Specialized titles that targeted
specific genres and demographics, such as
Band Hero for pop music and
Rock Band for younger players, were released. Sales of music
games were down in the first half of the year. This decline was
attributed to fewer purchases of instrument controllers; it was
assumed that players had already bought such controllers and were
reusing them. While analysts had expected that United States sales
Guitar Hero 5 and The Beatles:
Rock Band would be high—close to
or exceeding one million units each in the first month of their
release—sales only reached roughly half of those
projections. The failure to meet sales projections was partly
attributed to the impact of the late-2000s recession on the video game
industry; Harmonix's CEO Alex Rigopolis considered that at the time,
Guitar Hero and
Rock Band were the most expensive video games on
the market. Analysts also considered it to be a sign of market
saturation. Further contributing to the decline was genre
stagnation; the franchises retained the same basic gameplay over
several iterations, giving consumers less incentive to buy additional
Alex Rigopulos felt that the aggressive
competition between the
Rock Band and
Guitar Hero brands on the belief
that the market could only support one franchise also contributed to
the decline of these games. As a result, analysts lowered their
expectations for future music games; for example, projections of first
quarter U.S. sales of DJ Hero, a
Guitar Hero "spin-off", were reduced
from 1.6 million units to only 600,000. Sales of rhythm games,
which totalled $1.47 billion in 2008, reached only $700 million in
2009. Analysts predicted that the market would settle at the same
"healthy" $500–600 million level of the
Call of Duty
Call of Duty series.
Wedbush Securities analyst
Michael Pachter concluded that the
saturation of the rhythm game market accounted for one-third of the
industry's 12% sales decline in 2009.
The fallout of the weakening rhythm game market affected game
developers, publishers and distributors. Companies in the latter two
categories believed that most consumers would own at least one set of
instrument controllers by 2010, which would increase the importance of
software and downloadable content sales.
Activision scaled back
Guitar Hero release schedule to just two games, reducing the
number of SKUs from 25 in 2009 to 10 in 2010. The company closed
several in-house developers, including RedOctane, Neversoft's Guitar
Hero division, and Underground Development. Viacom, which had
Harmonix $150 million following the success of
Rock Band in
2007, began seeking a "substantial" refund on that investment after
weak sales in 2009.
Viacom also sought to negotiate new deals with
music publishers to reduce the costs of the
Rock Band series' licensed
music. Ultimately, the company began to seek a buyer for Harmonix
during the third quarter of 2010.
In 2010, rhythm game developers included new features in their
products. For example,
Rock Band 3 and Power Gig: Rise of the
SixString support guitar controllers with strings, and both contain
modes that teach players accurate fingering. Despite this new
content, sales of music games faltered in 2010. Guitar Hero: Warriors
of Rock and
DJ Hero 2 sold only 86,000 and 59,000 copies,
respectively, in North America during their first week on the
market. This was in sharp contrast to
Guitar Hero III, which
had sold nearly 1.4 million units in its first week in
2008. Through October 2010, music games achieved net sales of
around $200 million, one-fifth of the genre's revenue during the
same period in 2008. Analysts believed that the market likely would
not break $400 million in revenue by the end of the year. End
year sales were less than $300 million.
By the end of 2010, the rhythm market was considered "well past its
prime", and developers shifted their focus to downloadable content and
potential integration with motion control systems. In late 2010,
Harmonix to an investment-backed group and allowed it to
Rock Band and Dance Central. Citing the
downturn in rhythm games,
Activision shuttered their Guitar Hero
division in February 2011. Analysts suggested that the market for
peripheral-based rhythm games may remain stagnant for three to five
years, after which sales could resurge because of digital distribution
models or the release of new video game consoles. However, by
2013, the era of peripheral-based music games was considered at an
Harmonix announced that it would cease regular updates of Rock
Band downloadable content on April 2, 2013 as the company shifts to
Rhythm games for young girls (2004-present)
In Japanese amusement arcade, arcade-based collectible card games
became popular. In 2004,
Sega released Oshare Majo: Love and Berry
which was a fashion coordinate game with collectible card game and
rhythm game elements. The
Oshare Majo was a big hit in Japan
and then other game companies also entered in this game genre.
Sega - Oshare Majo: Love and Berry (2004-2008) and LilPri (ja)
Taito - KiraKira Idol Rika-chan (ja) (2006-2007)
Atlus - Kirarin Revolution: Happy Idol Life (2006-2009) and Gokujō!!
Mecha Mote Iinchō: KuruMote Girls Contest! (ja) (2009-2011)
Tomy - Won!Tertainment Music Channel (ja) (2006-2010), Pretty
Rhythm (2010-2014) and
Bandai - Pretty Cure: Data Carddass series (ja) (2007-2017) and
Konami - Otocadoll (ja) (2015-)
Those games have only aimed at young girls, however some of those
games also hit at some adults which are often mentioned as "Ōkina
otomodachi" (lit. Big Friends). In 2016, as for PriPara, Tomy
mentioned that "When all users [of the game] are counted as its main
target of from 6 to 9 years old [Japanese] girls, we succeed to expand
the market scale as many as every one of the main target." in its
Virtual idol-featured rhythm games (2008–present)
The Idolmaster Cinderella Girls: Starlight Stage
In Japan, Virtual idols (ja) such as
The Idolmaster and Vocaloids
became popular in the Nico Nico Douga, a Japanese video sharing
service and then many virtual-idol-featured rhythm games were
released. The early examples are
The Idolmaster Live For You! (2008,
BNEI) and Hatsune Miku: Project DIVA (2009-, Sega) but there were only
aimed to Japanese market.
In January 2012, Taiwanese video game maker, Rayark Games (zh)
released Cytus, a SF-themed rhythm game, for smartphones.
Cytus was a
big hit in Asia, including Japan and due to this, smartphone-based
rhythm games became popular in Japan. In spring 2012,
Miku Flick, a spin-off game from "Hatsune Miku: Project DIVA" series,
for smartphone not only in Japanese market but also in world
market. In April 2013, BNEI released the iOS port of The
Idolmaster Shiny Festa for world market. The iOS port became the first
English support game in
The Idolmaster series. In the same month,
Love Live! School Idol Festival
Love Live! School Idol Festival for smartphones in
Japanese market and then in 2014, they released the international
version of the game for world market.
Smartphone-based idol-featured rhythm games become more and more
popular in Japan. The new games have been released every year: Show by
Rock!! (2013-), Tokyo 7th Sisters (ja) (2014-),
Idorhythm (ja) (2014-2015), Idol Chronicle (ja) (2014-2016),
AKB48 Group Official Music Game (ja) (2014-2018), Hello Pro: Tap
The Idolmaster Cinderella Girls: Starlight Stage
(2015-), Girl Friend Note (2015-),
IDOLiSH7 (2015-), I-Chu (ja)
(2015-), Yumeiro Cast (2015-), School Star Dream! (ja)
(2015-2016), AiPara! IDOL PARADISE (2015-2015), Syachihokōru (2015-),
Pretty Rhythm Shake (2015-), VENUS PROJECT: DREAM BEAT (ja)
Aikatsu! Photo on Stage!! (ja) (2016-), 8 beat Story
(2016-), Idol Connect (2016), Drefes! (ja) (2016-), Boy Friend
Beta (ja): Kirameki Note (2016-), Band Yarouze! (ja)
Idol Incidents (2016-2017), Pop in Q: Dance for Quintet!
(2017-2018), BanG Dream! Girls Band Party! (2017-), Tsukino
Paradise (ja) (2017-), Idol Rhythm Party (2017-), The Idolmaster
Million Live! Theater Days (ja) (2017-), B-PROJECT:
Muteki*Dangerous (2017-), Doru-on (2017-), Re:Stage!: Prism Step
(2017-), Uta Macross: Smartphone De Culture (ja) (2017-), King of
Prism: Prism Rush! Live (2017-), Uta no Prince-sama: Shining Live
The Idolmaster SideM (ja): LIVE ON ST@GE! (2017-),
Schoolgirl Strikers: Twinkle Melodies (2017-), Legenne: be a star
(2017-), Nogizaka46: Rhythm Festival (2017-), and New Prince of
Tennis: RisingBeat (2017-).
Future directions (2010–present)
With the introduction of motion controllers for the Xbox 360 (Kinect)
and the PlayStation 3 (PlayStation Move) in 2010 and 2011, some
analysts stated that the rhythm market would resurge thanks to dance-
and band-based games that use platform-agnostic controllers. Dance
games such as Just Dance,
Dance Central and Michael Jackson: The Game
were based on the new motion sensing technology. Industry pundits
believe that, because sales of peripheral-based music games are
lagging and the popularity of pop music is surging, dance-based games
will continue to thrive. Dance games such as Ubisoft's
Just Dance and Harmonix's
Dance Central boosted the rhythm genre's
late-2010 sales; the latter was the top-selling game for the
North America in November 2010. Both games helped the genre increase
its sales by 38% over November 2009, according to NPD.
expected to post more than $100 million in profit for 2011 buoyed by
Dance Central and downloadable content for the game,
according to Bloomberg. Just Dance overcame a poor critical
reception to topple Call of Duty: Modern Warfare 2's best-seller
status, while Just Dance 2 (2010) became the best selling
Nintendo game for the Wii. The Just Dance series competed with top
action franchises for sales.
Tap Tap Revenge, the first
installment of the iPhone rhythm series Tap Tap, was the platform's
most downloaded game in 2008. The
Tap Tap franchise ultimately
generated 15 million downloads and received a
Guinness World Record
Guinness World Record as
the "most popular iPhone game series".
Over the course of 2014, the phenomenon of indie games produced
several variations of the genre. The game
Jungle Rumble uses a
mechanic where players drum on a touch screen to control the game.
Different rhythms correspond with different verbs to control entities
in an RTS like environment. The game
Crypt of the NecroDancer
Crypt of the NecroDancer uses a
mechanic where the player controls the main character in sync with the
Harmonix returned to its core rhythm games in 2014. In 2014, it
successfully funded a Kickstarter to produce a remake of the PS2
title, Amplitude for the PlayStation 3 and 4, with release expected in
2015. Further, in March 2015, the company announced
Rock Band 4 to be
released later in the same year, with plans to keep the game as a
platform with continued free and paid updates and downloadable
content, while refocusing on the core social and music enjoyment of
Activision also announced
Guitar Hero Live, slated for late
2015, which rebuilds the game from the ground up, keeping the core
mechanics but using a 3-button with dual position controller, and
using recorded footage of a rock concert taken from the lead
guitarist's perspective to increase immersion. Guitar rhythm game
industry is going for the VR market with games like
Rocksmith and Rock
Band VR .
Konami returned to the western arcade market with Dance Dance
Revolution A after a successful location test.
Health and education
Rhythm games have been used for health purposes. For example, research
has found that dancing games dramatically increase energy expenditure
over that of traditional video games, and that they burn more calories
than walking on a treadmill. Scientists have further suggested that,
due to the large amount of time children spend playing video games and
watching television, games that involve physical activity could be
used to combat obesity. Studies have found that playing Dance
Dance Revolution can provide an aerobic workout, in terms of a
sufficiently intense heart rate, but not the minimum levels of VO2
max. Based on successful preliminary studies, West Virginia, which
has one of the highest rates of obesity and its attendant diseases in
the US, introduced
Dance Dance Revolution
Dance Dance Revolution into its schools' physical
education classes. According to The New York Times, more than
"several hundred schools in at least 10 states" have used Dance Dance
Revolution (along with In the Groove) in their curricula. Plans
have been made to increase the number into the thousands in an effort
to mitigate the country's obesity epidemic. Arnold Schwarzenegger,
former Governor of California, was a noted proponent of the game's use
in schools. In Japan, celebrities reported losing weight after
playing Dance Dance Revolution, which drove sales of the game's home
console version. Bemani's testers also found themselves losing weight
while working on the game. There is further anecdotal evidence
that these games aid weight loss, though the University of
Michigan Health System has cautioned that dance games and other
exergames should only be a starting point towards traditional sports,
which are more effective. Dance games have also been used in
rehabilitation and fall-prevention programs for elderly patients,
using customised, slower versions of existing games and mats.
Researchers have further experimented with prototypes of games
allowing wider and more realistic stepping than the tapping actions
found in commercial dance games.
Guitar Hero games have been used alongside physical therapy to help
recovering stroke patients, because of the multiple limb coordination
that the titles require. Blondie drummer
Clem Burke has worked
with researchers at the
University of Chichester
University of Chichester and the University of
Gloucestershire to determine how games like
Guitar Hero can address
issues of "child and adult obesity, autism, stroke patients and health
and mental well-being in the workplace". Researchers at Johns
Hopkins University have used
Guitar Hero III and its controller to
help amputee patients, and to develop new prosthetic limbs for these
patients. Researchers at
University of Nevada, Reno
University of Nevada, Reno modified a
haptic feedback glove to work with the
Guitar Hero freeware clone
Frets on Fire, resulting in Blind Hero, a music game for visually
impaired players that is played with only touch and audio. MIT
students collaborated with the government of
Singapore and a professor
at the National University of
Singapore to create AudiOdyssey, a game
which allows both blind and sighted gamers to play together.
Guitar Hero was used as part of a
Trent University youth sleep study,
which showed that, in general, players who played a song were better
at it twelve hours later if that period included normal sleep.
Guitar Hero and
Rock Band have introduced people to rock music and
inspired them to learn how to play the guitar. A study by Youth Music
found that 2.5 million out of 12 million children in the United
Kingdom have begun learning how to play real instruments after playing
music video games such as Guitar Hero. The group believes that these
video games can be incorporated into music educational programs.
Guitar teachers in the US have reported an increase in students who
Guitar Hero as their inspiration to start learning. On the other
hand, industry professionals, such the inventor of the Fretlight
practice tool, have expressed scepticism over the game's educational
value. There is anecdotal evidence that
Guitar Hero aids rhythm and
general hand-coordination, but also that it creates a false
preconception of the difficulty of learning guitar, which can lead
students to discontinue their studies.
Guitar Center conducted a
survey which found that a majority of instrument-based rhythm gamers
intended to take up a real instrument in the future while a majority
of those who were already musicians had been inspired to play their
instruments more. Despite such popularity the guitar remains less
popular than it was in the 1960s. Some musicians have been
critical of Guitar Hero's impact on music education. Jack White of The
White Stripes stated that he was disappointed to learn that video
games are the most likely venue where younger audiences will be
exposed to new works, while
Jimmy Page of
Led Zeppelin does not
believe that people can learn how to play real instruments from their
video game counterparts. Similarly, Prince has turned down
opportunities to have his music in the
Guitar Hero series, stating
that he felt that it was "more important that kids learn how to
actually play the guitar". Other commentators have pointed to
drum controllers (including the expanded, lifelike Drum Rocker kit)
used in such games as potentially useful in learning and creating
music with real drums.
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Video game genres
Video game genres (List)
Beat 'em up
Hack and slash
Shoot 'em up
Grand Theft Auto clone
Escape the room
Point n' click
Construction and management
Multiplayer online battle arena
Multiplayer video game
Nonviolent video game
Multiplayer online game
Social network game