Table 7.
Taxonomical categorization of gaming structural features involved with the enhancement of realism and gambling-like structural features implicated with GD
| Broad Feature Classification | Structural Feature | Sub-Structural Feature | Example(s) | 
| Structural Features Promoting Game Realism | |||
| Socialization Features | Multiplayer | Guilds/Clans | Guilds in World of Warcraft | 
| Social Feedback Features | Leaderboard | Call of Duty scoreboard | |
| Social Utility Features | Text chat, audio chat, video chat | ||
| General Socialization Features | --- | In-game competitions | |
| Narrative and Identity Features | Storytelling Device | --- | Game plotline | 
| Avatar Features | Avatar Creation Features | Idealized avatar or actualized avatar | |
| Avatar Roleplay | Playing as the main character in Pokémon | ||
| Manipulation and Control Features | User Input Features*** | User Input Device*** | Motion controllers, touch screen, joystick, controller | 
| User Input Controls*** | Combos, hotkeys | ||
| Platform | --- | Touch screen, personal computer, console | |
| Save Features*** | Checkpoints*** | Checkpoint flags in Mario | |
| Quicksaves*** | Auto-saves in Skyrim | ||
| Player Management Features | --- | Managing multiple resources | |
| Virtual World | Experience-Oriented | Exploring the world in Minecraft | |
| Goal-Oriented | Completing missions in Grand Theft Auto | ||
| Scripted Events | --- | Cutscenes prior to objectives | |
| In-Game Complexity | Artificial Intelligence*** | Adaptability of non-playable enemies | |
| Item/Weapons | Guns in Fortnite | ||
| Presentation Features | Graphics | --- | Realistic graphics | 
| Sound | --- | Music, in-game dialogue | |
| In-Game Advertising*** | --- | Real life brands, sponsors | |
| Franchise Features*** | --- | Trademarked names, e.g., Mario | |
| Violence | --- | Shooting characters in Call of Duty | |
| Gambling-Like Structural Features | |||
| Reward and Punishment Features | In-Game Currency | --- | V-bucks in Fortnite | 
| Random Chance Purchases | Loot Boxes | Loot boxes in Star Wars Battlefront II | |
| Event Duration Features | --- | Subway Surfers requires continuous gameplay, without an endpoint | |
| Meta-Game Rewards | --- | The PlayStation Trophy system or progress bar on the console before the game is started. | |
| Size of Reward*** | --- | Earning small or large points for achieving a given objective | |
| General Reward Features | Experience Points | Earning points for completing a mission | |
| Banks System | Badges earned in Roblox | ||
| Intermittent Rewards*** | --- | Immediate (kill in a shooting game) or delayed feedback (score after game round) | |
| Near Miss | --- | Difficult boss battle at the end of a stage | |
| Event Frequency Features | --- | Replayability of game | |
| Punishment Features*** | --- | Losing a life, losing in-game currency, or restarting the level | |
Note: Features demarcated with ‘***’ indicate features that were found to be related only to a proxy and NOT directly to GD.