Scenes of Graphic Violence - How are realism and violence in videogames experienced by the player and interpreted by society? (2010)
Understanding videogames as abstractions of reality is the first step to knowing their potential influence on members of society. The ways that people read this new entertainment medium and its influence on activities beyond the game have placed it as a unique and often controversial topic of study.
With references to semiotics and drawing extensively on the work of Professor Robert Hodge, the first part of this essay describes the potential cognitive pathways for videogames to be interpreted during play. In the second part, the opinions of experts and the results of numerous established case studies are weighed up to understand the effects debate in relation to realism and videogame violence, and will question the necessity for censorship to protect the younger gamer.
Thief - The Stealth Effect (2009)
This textual analysis aims to highlight a video game distinguished from a bloated genre of first person shooters with its ingenious use of stealth mechanics and atmospheric narrative. Using established theory, we will attempt to uncover the deeper facets of Thief: The Dark Project to understand what makes this game a unique title among clones.
The End? - Analysing game endings and player agency (2009)
Endings are important features of games. They terminate player interaction and convey the outcome of actions to the player. Most games provide winning and losing conditions however the scope of this essay will cover endings in regard to game completion and how player agency dictates the outcome of the game and the effect on the player.
