Textuality and video games Interactivity, narrative space and role play Print

buckingham

  Project Co-Directors
Professor David Buckingham
Dr Andrew Burn

Researcher
Diane Carr

Project Details
2001-2003
Funder: AHRB

Keywords
Computer games, textual analysis, narrative,
 role-play

Textuality and video games Interactivity, narrative space and role play

Project outline
Contemporary computer games mix experimentation, exploration and play, with spectacular graphics and (at times) convoluted plots. During this project we examined the characteristics of RPGs and action adventure games - the rules systems, narrative elements and imaginary worlds they establish; the visual characteristics they display - and the forms of engagement they invite.

Questions
We investigated interactivity, pleasure, play, narrative, role-play and agency. What are the constituents of the genre, and what are the limits of the ‘interactivity’ that these games involve? How do games incorporate narrative, or construct space and time? What kinds of ‘identification’ are on offer?

Methods
We played the games, interviewed players, recorded play sessions, and spoke with game producers. We also collected and analysed a wide range of secondary texts, mostly from fan communities (fan websites, player forums, magazines) and these were considered in relation to notions of player agency, fan culture, role-play, and communities of practice.

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Theory
As well as engaging with computer games theory we drew from and adapted literary and film theory, social semiotic theory and multimodality, cultural and media studies, social philosophy and psychology.

Outcomes
Articles, essays and book chapters are available at the conference website.
A major outcome for this project was our book Computer Games: Text, Narrative and Play, D. Carr, D.Buckingham, A.Burn and G.Schott, Polity Press, 2006

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Screenshot Anarchy Online (copyright Funcom Inc)

Project Website
http://www.childrenyouthandmediacentre.co.uk

Last Updated ( Thursday, 14 June 2007 )
 
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