Executive Summary
Overview
This study of 130 of the top-selling
games for the first half of 2002 in Australia demonstrates that, across the
five major platforms (including the PlayStation2, Xbox, Game Cube, Game Boy
Advance and personal computer) computer and video games present diverse
worlds of play. They do so in terms of their presentation of physical space
and objects, characters, narrative and style.
Methods
Four objects of study for each game
title were identified including
slick/cover/box,
the manual/handbook,
the introductory cinematics and
the first 10 minutes of game-play.
The researchers coders established
an innovative coding scheme with coding definitions and pilot-tested it in
August and September 2002. Four researchers coded 130 games in the sample
frame between October and November 2002. Over 80 variables were used and
over 400 measures were made of each game title.
Key Findings
General
The most frequently observed genres were action, platformer, sport and
driving/racing.
The distinction between action games and platformers is technical with a
focus on 3D versus 2D representation; this was highlighted by PC and console
titles versus GBA titles.
Genres tended to be bound up with OFLC classification.
Platforms showed a relationship to OFLC classification.
On a subjective measure of implied danger, games were evenly split between
“safe” and “unsafe.”
Slicks or box covers reveal that the heritage of CVGs is more one of the
appeal to visual and play elements than one of complex narrative.
The handbook or manual functions primarily as a cybernetic orientation and
secondarily as a narrative introduction.
Physical Space and Objects
Contrary to the common stereotypes about CVGs (that they are simplistic,
repetitive, formulaic worlds lacking in aesthetic nuance and texture), the
digital world of games is painted using a vast array of visible features and
locations.
Interior and exterior locations were commonly used, building, trees, lights
and water dominated the visible landscape and the action was set in cities,
forests and a wide range of landscapes in between.
The game worlds we studied featured a diversity of environmental and weather
conditions.
The presentation of equipment in game cinematics and play is skewed toward
objects that have utility to the player or the player’s character in the
unfolding experience of the game.
Subjectively, for most games (60 percent), the population density was
sparse.
Objectively, more than 20 active background characters share the game space
as the primary character in over half of the games.
Characters
The depiction of characters is dependent on the game genre.
Characters are predominantly human who serve the role of the independent,
non-speaking hero.
The stereotypical representation of characters in traditional mainstream
media also exists in game worlds. Yet games are different from traditional
mass media in that very often it is hard to “see” the character being
played, the camera serves as the eyes of the character in the game, and thus
the player.
Leading characters in video games are more often realistic and “normal” or
“average”. More than half are of average height. More than two-thirds are of
average weight. Two thirds have natural and realistic body types.
Visible characters are always clothed, unless they are anthropomorphised
animals in which case clothing may not be necessary. Style of dress varied
considerably with casual street clothes most commonly shown, followed by
sports clothing.
Where a work role could be confirmed, athletes were most common, followed by
soldiers.
Weapons were the tools used most frequently by characters. When they were
used, weapons were restricted to FPS and action games and these were held
within M15+ and MA15+ OFLC classifications.
Lead characters are active agents exhibiting a full range of behaviours.
These behaviours run the gamut from standing to flying and from eating to
sleeping.
The emotions that were most commonly expressed by the characters were those
that exhibited clear vocal counterparts; otherwise emotional expression is
vague as a function primarily of technical limitations and use of “camera”
in showing the character.
Narrative
Better than one third of the games in the study exhibited an open-ended
narrative structure. Games in which the player is “on rails”, that is in
which the player has little control of the narrative progression tend to be
platformers, FPS and action; games in which the player is “god” tend to be
sport, driving/racing, RPG and sim titles.
Most games are situated in the present.
As with mainstream film, when a manipulation of story order occurs, it is
most commonly in the form of a flashback; in games this occurs in cinematics
as a narrative tool and very rarely appears in game-play, which by
definition, takes place in real time.
During the cinematic sequence, the player and audience knows more about the
story than the character knows. However, in the game-play, the
player-as-character is provided with a restricted knowledge of the story to
enhance the experience of dramatic tension.
Like mainstream film, a majority of games is presented with objective depth
of story information; the player, looking into the game world has an
omniscient perspective.
Good versus evil is a recurring theme in folklore, fairytales, mythology,
contemporary drama and … CVGs. However, games differentiate themselves by
their use of point accumulation as an objective.
Style
In both the cinematics and game-play, the tendency toward near
photo-realistic expression is higher for the rendering of environments than
for characters but overall, graphic stylisation tends toward a mid-point
between basic animation and photo-realism.
The aspect ratio remained at standard full screen Academy ratio of 1.33:1
for game-play, however it shifted to other ratios approximating the
wide-screen cinema frames for cinematic sequences.
Cinematic sequences usually employ ‘cinematic’ camera, meaning the
replication of traditional film. However, in game-play the fictional camera
is spread across all categories and is generally bound to genre such as the
first-person perspective in FPS.
Variety of presentation was found in games’ tonality of lighting. In
addition to the traditional video game high contrast lighting aesthetic,
there was plenty of evidence of low contrast lighting and warm and cold
tones.
The Hollywood Illusionistic convention of motivated lighting as a source
predominated in both cinematic and game-play.
A majority of the cinematic sequences employ the continuity system of
‘invisible’ editing; the remainder use the ‘montage sequence’ type.
Text and iconography whether diegetic or non-diegetic, whether in cinematics
or game-play, tended to be informational, save for a significant proportion
of instructional non-diegetic text.
Most speech emanates from within the story space and is simultaneous with
image.
Music mainly came from outside the story space and sound effects from within
the game world.
Conclusions
CVGs present audiences diverse
worlds of play. These worlds are as much about fun and safe digital
playgrounds as they are about the traditional devices of story-telling; that
is, of confrontation and conflict. The results presented in this report have
policy implications, commercial value and academic merit. The policy
implications centre on the popular debate about violence and classification.
The commercial value exists in the analytical tool and potential variations
of it that we used to examine game content in relation to market popularity
of key titles. The academic merit comes from the blending of two distinct
styles of research into a new method of observation and analysis.
Introduction
Not one published, credible study
exists to document the wider nature of contemporary computer and video games
(CVGs). This study seeks to fill the gap. However, questions come quickly to
mind that challenge the study’s purpose:
Why is understanding CVGs important?
Does this gap need to be filled?
Is this academic?
What is the commercial value of such knowledge?
We believe this report answers these
and other questions. In the end we conclude: CVGs present their diverse
audiences with diverse worlds of digital play. That they do so is profoundly
important because play is the foundation of culture. German philosopher
Johan Huizinga wrote in 1939 that culture is determined by play. He noted
that without play, there would be no great cultures, no great civilisations,
no … humanity. He argued that rather than calling ourselves homo sapiens
(man the thinker) we should call ourselves homo ludens, man the player.
In 2003, computer and video games
represent our current “state of play.” That is, CVGs set the rules by which
so many of us play. Presumably, by extension of Huizinga’s argument, CVGs
are culture-makers. Indeed, if CVGs underpin so much of our play and
emergent culture, knowing the nature of their world seems of self evident
importance.
This study of 130 of the top-selling
games in the first half of 2002 in Australia (a country which is arguably a
nexus of European, American and Japanese market tastes), demonstrates that,
across the five major platforms, computer and video games present diverse
worlds of play. They do so in terms of…
Physical space and objects
Characters
Narrative, and
Style.
The purpose of our study was to
conduct a quantitative content analysis of the portrayal of the variety of
physical spaces and characters in CVGs while at the same time assessing
narrative and style features. Moreover, we wanted to include rich
qualitative analyses of the narrative in two presumably different games to
demonstrate the distinction between non-narrative and narrative game forms.
To achieve these goals, we examined
games in the five popular platforms for CVGs in early 2002 including the
PlayStation2, Xbox, Game Cube, Game Boy Advance and personal computer.
Figure one demonstrates the near equal representation in this study of each
of the five dominant CVG platforms in 2002.
Underlying much of our interest was our view that CVGs are increasingly
popular as entertainment media. The growth rate of 32 per cent in the value
of Australian retail games hardware and software sales in 2001 over 2000 is
just one indicator. In 2002, the sales of CVG hardware and software has been
estimated at $(AU)55 billion which represents a 12 percent increase
world-wide over 2001 figures. In Australia for the 12 months to June 2002,
the CVG market was including $315 million in software.
Figure 1: Platforms Represented in
the Sample

Moreover, the target audience for CVGs is no longer an adolescent one. In
Australia and other developed western countries, CVGs are played by children
and adults with the median age range being adults 18 to 35 years of age. As
a function of a more diverse audience for CVGs, we believe that producers of
these are depicting more representations of society and culture in CVG
content to elaborate the story of more complex plots, scenarios and
characters that serve as the backdrop against which game-play takes place.
Not only are the representations and stories of these CVGs intended for
increasingly diverse audiences, but they may better represent the diversity
of society by virtue of their appeal both to broader and to narrower
audience tastes.
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