Open Access. Powered by Scholars. Published by Universities.®

Leisure Studies Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 3 of 3

Full-Text Articles in Leisure Studies

Interactive Australia 2007 : Facts About The Australian Computer And Video Game Industry, Jeffrey Brand Feb 2009

Interactive Australia 2007 : Facts About The Australian Computer And Video Game Industry, Jeffrey Brand

Jeffrey Brand

Interactive Australia 2007 provides data on who is playing games in Australia, what their attitudes and behaviours are like compared with non-gamers, the nature of the games market, the importance of games in the family experience and the role of online access in game purchasing and play. The study is based on a national random sample of 1,606 Australian households who responded to more than 75 questions and over 300 data points in a 15-minute online survey run by ACNielsen Surveys Australia in late September 2006. Two units of analysis are explored in the study: the household and the player …


Representations Of Alana In Computer And Video Games, Jeffrey Brand, Jakub Majewski, Scott Knight Feb 2009

Representations Of Alana In Computer And Video Games, Jeffrey Brand, Jakub Majewski, Scott Knight

Jeffrey Brand

A new way to view race in media is presented in a nuanced picture that sometimes defies simple racial dichotomies. It explores the racial characterization of the heroes and she-roes of various video games. The potential for more balanced and fair representations of ALANA [African, Latin, Asian, Native American] is perhaps greater in CVG's [computer and video games] than in the traditional media. However, only small advances have been made in offering choice and a range of character roles for ALANA while eschewing traditional media stereotypes.


The Narrative And Ludic Nexus In Computer Games: Diverse Worlds Ii, Jeffrey Brand, Scott Knight Dec 2004

The Narrative And Ludic Nexus In Computer Games: Diverse Worlds Ii, Jeffrey Brand, Scott Knight

Jeffrey Brand

To examine relationships between narratological and ludological elements in computer games, we undertook an empirical study of 80 contemporary titles. We drew inspiration from Jenkins’ 2004 paper on dimensions of narrative architecture and Aarseth, Smedstad and Sunnanå’s (2003) paper on a typology of ludological factors in games. Although these two groups of concepts have not been fully explicated, we defined them in concrete terms, citing example game titles. We intersected six groups of narratological factors with seven groups of ludological factors and present the data in this paper. Of the four dimensions of narrative architecture, evoked was most problematic and …