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Brand, J. E., Knight, S., & Majewski, J. 2003, November 4–6, The diverse worlds of computer games: A content analysis of spaces, populations, styles and narratives. Paper presented at Level Up. 
Added by: Mark Grimshaw-Aagaard (08/09/2006, 08:50)   
Resource type: Proceedings Article
BibTeX citation key: Brand2003
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Categories: Demographics
Keywords: Space
Creators: Brand, Copier, Knight, Majewski, Raessens
Collection: Level Up
Views: 15/802
Abstract
The Diverse Worlds Project analysed 130 computer and video games (CVGs) to
understand their textual landscape. Titles were sampled from the five gaming
platforms dominant in 2002. Blending the quantitative content analytic
tradition and the Bordwellian approach to formal film analysis, characters,
settings, narrative and stylistic factors were studied in four units of analysis
including box, handbook, opening cinematic sequences, and game-play.
“Diverse Worlds” contradicts the popular stereotypes about CVGs presenting
exaggerated, violent characters in simplistic, formulaic, worlds lacking in
aesthetic nuance and texture. Games are painted using a vast array of visible
features and locations. Narrative structure and progression varies depending on
genre and goes beyond “shoot the bad guy.” Graphic stylisation tends toward a
mid-point between animation and photo-realism with the latter more often
used for rendering environments and the former for characters. Limitations of
character representation include the use of stereotypes found in traditional
mainstream media. An earlier version of this work was presented at the
International Ratings Conference in Sydney, Australia, September 2003.
Added by: Mark Grimshaw-Aagaard  
Notes
From the CD-ROM in the proceedings.
Added by: Mark Grimshaw-Aagaard  
Quotes
   FPS games give the player little control over narrative progression as opposed to the other extreme (e.g. racing or sports games) where "the player is in control of the progression and story outcome"   Added by: Mark Grimshaw-Aagaard
Keywords:   Drama Narrative
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