Methodology
How the Session Respect Score works
Every number on this site has a source. This page explains each dimension, the formula, how data is collected and verified, and exactly what the badges mean.
The score
A weighted combination of five dimensions
The Session Respect Score (SRS) is a number from 1.0 to 10.0. It combines five independently assessed dimensions, each weighted according to how directly it constrains a real gaming session.
Pausability and minimum session length carry the most weight — they represent hard practical limits. FOMO and pickup friendliness follow closely, governing long-term playability. Mental energy contributes as a tiebreaker and mood signal. Missing data on any dimension defaults to a neutral mid-point rather than dragging the score down.
The five dimensions
What we measure and why
Pausability
highest weightCan you stop the game at any moment without losing progress? This is the single most practical constraint for a busy session.
| Value | What it means |
|---|---|
| Pause anytime | The game can be suspended or quick-saved at will — mid-combat, mid-cutscene, anywhere. |
| At save points | The game has discrete checkpoints or chapter breaks. You can pause, but you may need to replay a few minutes. |
| No pause | The game requires uninterrupted sessions — online-only, permadeath runs, or mandatory long cutscenes with no pause. |
Minimum Session Length
highest weightWhat is the shortest session that leaves you feeling satisfied rather than frustrated? Not total playtime — the minimum useful chunk.
| Value | What it means |
|---|---|
| ≤ 15 min | A meaningful run or level fits in a coffee break. |
| ≤ 30 min | Fits in a typical lunch break or commute. |
| ≤ 60 min | Needs a proper sit-down session. |
| 60+ min | Demands a long block of uninterrupted time. |
Pickup Friendliness
high weightAfter a week — or a month — away, can you pick the game back up without feeling lost? Controls, story context, and mechanical complexity all factor in.
| Value | What it means |
|---|---|
| Easy to resume | Simple mechanics or procedurally generated content. No story to remember. |
| Some reorientation | A short warm-up session gets you back up to speed within 10–15 minutes. |
| Hard to resume | Complex systems, deep story, or punishing skill curves mean a long break effectively restarts the learning process. |
FOMO Score
high weightDoes the game pressure you to play regularly through time-limited events, daily rewards, or live-service mechanics?
| Value | What it means |
|---|---|
| Zero FOMO | Fully single-player or offline. Nothing expires. Play on your schedule. |
| Low FOMO | Optional events or cosmetic rewards exist but skipping them has no gameplay impact. |
| High FOMO | Daily login rewards, battle passes, or time-limited story content actively punish absence. |
Mental Energy
contributing factorHow much cognitive load and focus does the game demand per session? Relevant for late-night or low-energy play.
| Value | What it means |
|---|---|
| Chill | Relaxing or repetitive loops. Can be played while tired or distracted. |
| Moderate | Needs focus but not sustained concentration. A standard gaming session. |
| Intense | High-skill ceiling, complex strategy, or heavy story — demands your full attention. |
Data pipeline
How scores are produced and improved
Every game goes through a three-stage pipeline. Scores become more accurate as they accumulate real player votes.
01
AI initial estimate
When a game is first ingested from IGDB, an AI model analyses its description, genres, player perspectives, game modes, and comparable titles to produce a first-pass score for each dimension. This is a reasonable baseline — not a guarantee. Confidence: low.
02
Staff review
SessionPick editors manually research and play games, then submit a weighted vote via an internal tool. A staff vote carries the weight of 5 community votes, so a reviewed game immediately passes the community threshold. The score displayed is still the honest aggregated result, not an override. Confidence: medium.
03
Community verification
Registered users who have played a game can vote on each dimension from the game page. Votes are aggregated using a weighted mode — the most commonly chosen value wins. The more real player votes a game accumulates, the higher the confidence in its scores. Confidence: high.
Vote aggregation
For each dimension, the displayed value is the weighted mode — the option chosen by the most votes when each vote is multiplied by its weight. Staff votes have weight 5; community votes have weight 1. A single user can vote once per game, and can update their vote at any time.
Verification badges
What the badges on each game page mean
Every game page shows a badge indicating how its score was produced. We display these honestly because an AI estimate and a community-verified score are not the same thing.
No staff or community votes yet
Scores are derived from an initial AI analysis of the game description, genres, mechanics, and comparable titles. Reasonable first guess — not human-verified.
Staff has reviewed the game; 0 independent user votes
A SessionPick editor has played or researched the game and submitted a weighted vote. More reliable than AI, but not yet corroborated by independent players.
Staff verified + 1–4 independent user votes agreeing
Staff review corroborated by a handful of independent players. Growing confidence.
5 or more independent user votes
Scores are driven by real community consensus. The more votes, the higher the confidence.
Accuracy over time
The more people vote, the better it gets
AI estimates are a starting point, not a truth. The database becomes genuinely useful when real players correct the scores from their own experience. If you disagree with a score — especially on a game you've played — please vote. Every contribution improves the results for everyone with the same time constraints as you.
Questions about the scoring methodology? Submit feedback via the roadmap. Game data sourced from IGDB.com.