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

@inproceedings{Brand2003TheDW,
  title={The Diverse Worlds of Computer Games: A Content Analysis of Spaces, Populations, Styles and Narratives},
  author={Jeffrey E. Brand and Scott Knight and Jakub Majewski},
  booktitle={DiGRA Conference},
  year={2003}
}
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… CONTINUE READING
9 Citations
13 References
Similar Papers

References

Publications referenced by this paper.
Showing 1-10 of 13 references

' Matrix ' Game Loaded With Film Parallels

  • A. Pham
  • 2003

Arcade Video Games : Proxemic , Cognitive and Content Analyses

  • C. M. J. Braun, J. Giroux
  • Journal of Leisure Research Girls and Gaming : A…
  • 2003

Computer game playing in early adolescence

  • M. Griffiths
  • 2003

Games fans reach level two

  • M. Griffiths
  • 2003

Video games make as much money as movies

  • D. Etherington
  • 2003

Stop teaching our kids to kill: A call to action against TV, movie and video game violence

  • D. Grossman, G. Degaetano
  • Retreived on November,
  • 1999

Similar Papers

Loading similar papers…