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 inaesthetic 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 amid-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.
| Original language | English |
|---|---|
| Pages | 1-15 |
| Number of pages | 15 |
| Publication status | Published - Jan 2003 |
| Event | Level Up: Digital Games Research Association conference 2003 - Utrecht University, Vancouver, Canada Duration: 4 Nov 2003 → 6 Nov 2003 https://dl.digra.org/index.php/dl/issue/view/2 |
Conference
| Conference | Level Up: Digital Games Research Association conference 2003 |
|---|---|
| Country/Territory | Canada |
| City | Vancouver |
| Period | 4/11/03 → 6/11/03 |
| Internet address |