The Diverse Worlds of Computer Games: A Content Analysis of Spaces, population, Styles and Narratives

Research output: Contribution to conferencePaperResearchpeer-review

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 languageEnglish
Pages1-15
Number of pages15
Publication statusPublished - Jan 2003
EventLevel Up: Digital Games Research Association conference 2003 - Utrecht University, Vancouver, Canada
Duration: 4 Nov 20036 Nov 2003
https://dl.digra.org/index.php/dl/issue/view/2

Conference

ConferenceLevel Up: Digital Games Research Association conference 2003
Country/TerritoryCanada
CityVancouver
Period4/11/036/11/03
Internet address

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