Looking for my corpse: video games and player positioning.
Bradford, Clare
When young people play video games they do so as embodied subjects
whose identities are shaped by the cultures in which they are situated,
the circumstances of their lived experience, and the particularities of
their dispositions, abilities and interests. Like books and films, video
games do not constitute systems of meaning which exist to be unlocked or
decoded. Rather, players behave like readers and film audiences in that
they negotiate meanings dialectically, so that no two experiences of a
game are exactly the same (because no two players, any more than readers
or viewers, are the same). A noticeable feature of the moral panic
surrounding discussions of the influence of video games in contemporary
societies is that young people are assumed to possess little capacity
for independent thought and are represented as passive and
impressionable. Our work with young people in the project Literacy in
the digital world of the twenty-first century (1) belies this
assumption, demonstrating that players do not leave their critical
capacities behind when they access games on their PCs, connect
PlayStation or Wii, or take a Nintendo DS from their backpacks. Nor is
it the case that video games impel young people to act out in real life
the behaviours and actions they experience in games (what might be
termed the Columbine effect). The binary oppositions which structure
much discussion of video games in the mass media, and which lump
together all games and players, are incapable of accounting for the
complexity of games and experiences of playing.
To study video games is to engage with what James Gee describes as
'a new art form ... largely immune to traditional tools developed
for the analysis of literature and film' (2006, p. 58). Many of
these traditional tools derive from the field of narratology, which
emerged during the 1960s as an expression of French structuralist
thought, and which is preoccupied with the structure of narratives and
the strategies through which they engage and position readers. Other
interpretive tools draw upon ludology, deriving from theories of games
and play which attend to how rules function in game-playing, and what
various genres and styles of video games have in common. A third bundle
of tools derive from film studies, whose focus on the semiotics of
moving pictures deploys various approaches drawn from literary and
cultural theories. While debates between proponents of narratology and
ludology have dominated game studies from its inception (Simons 2007;
Raessens 2006), more recently theorists have advocated a syncretic and
hybrid approach. Janet Murray, for instance, suggests that 'game
studies, like any organised pursuit of knowledge, is not a zero-sum team
contest, but a multi-dimensional, open-ended puzzle that we all are
engaged in cooperatively solving' (2005).
The project to which this paper relates comprised three strands:
Video games as textual forms; young people's experience of video
games; and professional development of teachers in relation to video
games. My paper is situated in Strand 1 of the project, and functions as
a case study of games analysis, focusing on three games aimed at
different audiences and played on different platforms. By reflecting on
my experience of playing these games, I foreground the ways in which my
knowledge, experience and values shape my engagement with games while
the games themselves position me as a playing subject. If we are to
engage young people in games analysis, we must also encourage them to be
conscious of how games work; the pressures and pleasures which they
exert; and how they position their players. This paper seeks to model a
self-reflexive perspective which shifts between the games and the
experience of playing them.
The topic of subject positioning is of great importance to studies
of fiction, non-fiction and films for children and young people
(Stephens 1992) because it enables a focus on the cultural work carried
out by texts. By analysing the expectations of readers that are implied
in texts (such as knowledge of the world, acceptance of value systems,
comprehension of language) we can scrutinise the extent to which texts
subject such implied readers (and hence draw them into their textual
ideologies) or accord readerly agency which enables a variety of
interpretive positions. Games are like fiction in that they too position
their audiences and imply knowledge and skills. However, concepts of
reader positioning in narrative theory are not sufficient to analyse the
experience of playing video games, even those which draw upon narrative
elements, because games, crucially, rely upon activity. As the theorist
and programmer Alexander Galloway says, 'Without action, games
remain only in the pages of an abstract rule book' (2006, p. 2). It
follows, then, that a discussion of subject positioning in games must
take account of the actions of players and of the machine (that is,
elements of games over which players have no control).
The three games I intend to discuss--World of Warcraft, Bully and
Pokemon: Mystery Dungeon--are played, respectively, on PC, PlayStation
2, and Nintendo DS, and are directed toward different populations of
players. World of Warcraft (WOW) is a massively multiplayer online
role-playing game (MMORPG) which attracts a wide range of audiences from
teenagers to adults and allows for online interaction with other
players. Bully is a sandbox game--that is, a game in which players
select from a range of quests or missions rather than following an
exclusively linear trajectory toward one goal--whose boarding school
setting implies teen audiences. Pokemon: Mystery Dungeon, an adventure
game for younger audiences, is played on the hand-held Nintendo DS
console and has the potential for online collaboration through the
Nintendo WiFi connection. The three games are thus representative of
some of the many styles and modes of game-playing.
The diegetic aspects of games--what Galloway refers to as 'the
game's total world of narrative action' (2006, p. 2)--comprise
only part of the experience of playing. Non-diegetic aspects--such as
features of the platforms on which games are played, player actions
including pressing the pause button, and game fansites--are central to
playing in a way which is not true of the non-diegetic components of
print and film texts. As I have said, playing is a situated activity
inflected by personal, social and cultural factors. Moreover, games are
located within a vast non-diegetic system of paratexts including
reviews, websites, cheat sites, walkthroughs and fansites. As a novice
player, I use walkthroughs (accounts of how to achieve missions and move
from one stage of the game to the next) and I rely on experts including
my fellow-researchers and family. In Cheating: Gaining Advantage in
Videogames (2007), Mia Consalvo argues that videogame cheating is a
'practice, one that is ludic, situated, and iterative in its
expression' (2007, p. 27). As well as existing within a web of
paratextual relations, then, playing is a social practice, since the
virtual and real-world communities which cluster around games constantly
engage in negotiations over strategies, experiences and opinions.
World of Warcraft was developed by Blizzard Entertainment, a US
company, and was launched in November, 2004. By June 2009 its subscriber
base has reached 11.5 million. The development of a game such as World
of Warcraft and its take-up by players depends on the interface between
what have been called 'circuits of interactivity' (Kline et
al., 2003, pp. 58-9; 296-7) in which culture, technology and marketing
intersect and contend with each other. The production of the game is
shaped by cultural assumptions and semiotic codes, and its
players--whether in Australia, South Korea, the United States or
Europe--are always already enculturated subjects.
The game itself is differentially available to players, who access
World of Warcraft in one of two ways: by purchasing a CD to install the
game and then taking out a monthly subscription or by buying pre-paid
time cards. Because the system requirements call for mid- to top-end
computers, players without such hardware (especially players in
developing countries) rely on pre-paid cards or keys which they use on
public-access computers. I take the first option (CD and subscription),
and thus my experience of the game is utterly different from someone who
relies on pre-paid cards, which necessitate a rapid take-up of the game
so as not to lose precious time. The game is, then, a product not only
of the inventiveness of programmers but also of the more shadowy
dynamics of global economies, and the experience of players too is
shaped by these dynamics.
World of Warcraft builds on earlier pen-and-paper games such as
Dungeons and Dragons and is located in a medievalist fantasy world,
Azeroth, populated by stock figures, including warriors, sages and
monsters, which are familiar to players from a multitude of texts
(cartoons, films, fiction, and visual art). The player's first task
on entering WOW is to create an avatar, a process involving choices
circumscribed by the vast software system upon which players act.
Avatars must belong to one or other faction: Horde or Alliance; to one
of four races and to one of nine classes. My avatar, Anjo, belongs to
the Horde faction, the mage class and the troll race. As a player I view
Anjo as a figure in the landscape so that the story of his quest is
unfolded in something similar to third-person narration. By manipulating
the computer mouse I can see the world from Anjo's perspective, or
drawback for a bird's-eye view. Anjo is also the 'you' of
second-person imperative address when he encounters quest-givers and
other non-player characters. For instance, Gadrin at Sen'Jin
Village speaks as follows:
The witchdoctor Zalazane dwells on the Echo Isles to the east. They
are the isles we once called home. From there he sends his trolls
to the mainland, to hex our people and drag more of them under his
sway. He must be stopped. Defeat Zalazane and his minions ... Bring
me his head and I will know his reign of evil is over.
And in the running commentary at lower left of the screen, Anjo is
also addressed as 'you': 'You salute Razor Hill grunt
with respect.' These shifts signal how players oscillate between
manipulating and identifying with avatars. In discussing the game
Baldur's Gate, Diane Carr uses the terms 'immersion',
'engagement' and 'flow' to describe gameplay.
'Immersion' refers to those episodes or moments when players
experience the avatar as 'I' and are drawn into the action of
a quest or an exchange with a non-playing character. Playing World of
Warcraft involves embodied practices: the clicking and pointing of the
mouse, the use of computer keys. As I will Anjo to succeed in his quests
I find myself leaning in the direction he should go in order to kill an
enemy or open a treasure-chest. Phases of 'engagement' occur
when players shift to a third-person perspective and move away from the
game, perhaps to seek more information about a quest, a character or a
place, before returning to apply this knowledge to the game.
'Flow' incorporates immersion and engagement and is
experienced as 'an intensely pleasurable, optimum state,
incorporating focus, euphoria and high levels of motivation' (Carr
2006, p. 57).
As is clear from the stretch of Gadrin's language I quoted
above, the ambience of WOW relies on the medievalist elements signalled
through language, settings and characters. Archaic expressions such as
'dwells' and 'minions' and formulaic phrases such as
'reign of evil' sustain this illusion, combined with tropes of
magic, spells, wizards and other medievalist elements. Tanya Krzywinska
argues that computer games are 'thick texts. richly populated with
various allusions, correspondences, references, and connotations'
(2006, p. 383). However, players' experience of this
'thickness' depends upon the textual knowledge which they
bring to the game; for instance, a player with an understanding of
medieval guilds and their social functions will respond to an invitation
to join one of the many player guilds of World of Warcraft with a
different array of expectations from a player to whom the word
'guild' means little more than 'group'. At the same
time, the term has its specific meanings and associations in the World
of Warcraft setting, which accrue to it as players engage actively in
guild activities. The medievalist settings, tropes and motifs of WOW do
not in themselves invest a player's actions with meaning; rather,
they afford a backdrop for action, an elaborate camouflage which
enhances enjoyment and disguises the extent to which the machine
determines what the player can do.
Unlike protagonists in books and films, Anjo has no claim to
permanence, since he is at the mercy of the player who creates him. If I
click on 'Delete character', Anjo will be consigned to the
graveyard of abandoned avatars, existing only as a trace in the memory
of my computer, and an item in Blizzard's immense databases.
Avatars, like other commodities, are subject to market demands, and if I
decide that it might be easier to reach Level 60 as a Warrior or an Orc,
I might well abandon Anjo and take on a new avatar with superior
potential. The player's orientation toward her avatar thus
incorporates a degree of pragmatism, as she weighs up the advantages
avatars afford by reason of the abilities and skills associated with
their class and race, and those they have earned.
A crucial component of MMORPGs is that of the communities of
practice which exist both inside and outside games. For instance,
players can use in-game chat facilities to invite avatars into groups
attempting quests, where complementary skills enable groups to achieve
what individuals would not. A pre-existing group of friends may choose
to play together, or groups may form inside the game. Anjo has been
invited on numerous occasions to join groups--probably because as a mage
he has the arcane capacity to hurl fireballs at monsters, while other
classes such as warriors must get in close with their weaponry. However,
as an avatar he is limited by my ineptness as a player; often I have
taken Anjo in the wrong direction to look for action; and I am so slow
at typing responses to invitations that by the time I say
'Yes' on his account, the group has disappeared over a hill or
into a cave. I spend an unconscionable amount of time looking for my
corpse when I have been killed by a monster of one kind or another.
Having written the previous sentence, I realised that I had
conflated myself as player with my avatar: 'I spend ... time
looking for my corpse.' This accident of expression goes to the
heart of the gaming experience and the duality of the playing subject,
who is both outside and inside the game. I manipulate computer keys and
mouse; I also identify with Anjo as my proxy on the screen, and will him
on to achieve quests and amass skills and rewards. The game conspires to
let me imagine that I am agential; but in fact my gaming is shaped by
what Galloway calls 'the action of the machine' (2006, p. 5).
When Anjo is killed his corpse appears at the location of his demise,
and only by locating it can I continue with the game. This consumes time
in the game; but it is also a pleasurable experience because the journey
to the corpse is accompanied by ghostly music and because as a kind of
shade or ghost I am not bound by the same limitations which apply when
Anjo is a 'living' avatar. The 'algorithmic machine'
(Galloway 2006, p. 5) of the game depends upon and rewards the active
involvement of the player.
Much of the pleasure of playing World of Warcraft derives from its
deployment of narratives of various scope and complexity. For instance,
Anjo's quest to 'defeat Zalazane and his minions' is one
of a myriad of quests which players choose, and which are based on quest
archetypes stretching back to folk narratives and omnipresent in
contemporary fantasy literature. Simultaneously, the rules of the game
are at play: if Anjo succeeds in his quest he will 'level up',
attaining higher status and the capacity to perform more complex quests
as well as amassing rewards. Thus, the game calls for analysis which
pays attention both to narrative shapes and details and also to the
systems of rules, rewards and penalties which pertain to its gameplay.
Bully (also called Canis Canem Edit) differs from World of Warcraft
in regard to the platforms on which it is played (PlayStation and Wii)
and because its action implies a player who aligns with the principal
character, a teenager called Jimmy Hopkins. The game is set in Bullworth
Academy, a private school in the northeast of the United States, where
Jimmy's feckless mother and unattractive (fourth) stepfather
deposit him at the beginning of the game. The gameplay requires that the
player manipulate the controls of the console in order to move Jimmy
through a series of missions, organised in what are referred to as
chapters. This reference to print narratives accords with the
game's intertextual references to other school narratives, and to
the long tradition of parodies of school stories.
When Bully was released by the Canadian videogame studio Rockstar
in 2006, some of its earliest critics were teacher organisations. The
Australian Office of Film and Literature Classification allocated the
game an M rating, but Parenting Australia, along with the Australian
Education Union, unsuccessfully challenged this decision, arguing that
the rating MA15+ was preferable because of the game's alleged
violence and promotion of bullying. In an article in the Age the AEU
president Angelo Gavrielatos is quoted as saying that 'teachers
worldwide were vehemently opposed to the game and the union had joined a
coalition of eight teacher organisations from countries such as South
Korea, the United States and Britain denouncing its release'
(Emerson 2008).
Another example of the criticism the game attracted--admittedly an
extreme one--is evident in the words of the right-wing American warrior
Jack Thompson, who in 2006 took Bully to court in an attempt to prevent
its launch in the United States. Judge Friedman, adjudicating in the
case, asked for a copy of the game so that he might review it in order
to determine whether to proceed with the case. However, he came to the
conclusion that the game involved no more violence than conventional TV
programmes, and refused to ban the launch. In Thompson's
widely-distributed open letter to Judge Friedman he said, 'Next
time you promise a 'hearing,' I'll bring a parent with me
whose kid is in the ground because of a kid who trained to kill him or
her on a violent video game. Try mocking that person, I dare you'
(Sinclair 2006). Thompson's rhetoric relies upon two false
premises: that Bully is a violent video game; and that violent video
games train young people to kill, leading to his conclusion that Bully
is therefore responsible for the violent deaths of young people. This
representation of Bully is so far from how the game works that it
suggests that Thompson has little if any knowledge of how it works. Such
lack of knowledge does not, of course, prevent his fulminating about the
danger it poses to the lives and welfare of young people.
Subject positioning in Bully centres upon the figure of Jimmy. In
one sense he is a cipher onto whom players project emotions and desires.
However, the character of Jimmy also incorporates intertextual traces
and allusions. His personal history as a troubled young man who has been
expelled from various schools echoes the character of Holden Caulfield
in The Catcher in the Rye, and his struggle against authoritarian forces
such as prefects and teachers refers to the rich tradition of
anti-authoritarian students in school stories and films. It is also the
case that the machine acts of Bully position players in certain
directions. In the episode 'A Little Help', in the game's
first chapter, the psychopathic student Gary invites Jimmy to join him
in harassing the homeless man ('the hobo') who lives on the
school grounds. The hobo frightens Jimmy's companions away, but
Jimmy engages in conversation with him, and the hobo promises to teach
him some fighting moves if he retrieves transistors scattered around the
school. When Jimmy finds transistors the hobo teaches him to use the
game controls to carry out various pugilistic moves.
This episode models two ways of approaching the marginalised other
exemplified by the hobo: treating him as an object of derision or
curiosity, as Gary does, or engaging with him as an autonomous subject.
When Jimmy meets the hobo, a brief machine act ensues, when the hobo
asks, 'Have you got any liquor?' and Jimmy responds, 'No,
I'm 15.' This exchange might seem to promote a view about the
undesirability of under-age drinking, except that the self-referential
and ironic tenor of the game calls into question any such
straightforward reading. I read the exchange as an ironic nod to the
disjunction between rules and behaviour; here, between laws prohibiting
fifteen-year-olds from purchasing alcohol, and the propensity for young
people to obtain and consume alcohol. More importantly, the episode
positions players to align themselves with an orientation suggested by
Jimmy's behaviour toward the hobo: that he is an individual
possessing useful knowledge and skills, rather than a representative
figure ('the hobo') susceptible to being stereotyped and
stigmatised for his lack of adherence to cultural norms. Later in the
game, various non-playing characters (NPCs) refer to the hobo, so that a
back-story develops in which he is rumoured to be a former staff-member
of Bullworth Academy who fought in the Korean War and is tolerated
because of his past associations with the institution. Later still, Gary
insinuates that the hobo is Jimmy's natural father. The swirling
rumour-mill of Bullworth is itself the object of parody through the
extravagant claims that are made about the hobo and his past life. So
contradictory are these claims that players are required to weigh up one
perspective against another, and this process in itself draws attention
to the unreliability of language and of representation within and
outside the game.
Despite Jack Thompson's insistence that Bully is a primer for
bullying, the game interrogates systems of power and control which
enshrine bullying as a strategy for maintaining the status quo. This
does not mean that violence is banned, but rather that violent acts are
calibrated according to the status and power of those involved in them.
Jimmy frequently engages in fights with prefects and members of
Bullworth's various cliques (greasers, jocks, nerds and preppies)
who attack or challenge him. However, if he hits a smaller or weaker
opponent he is punished and required to spend time in the office of the
principal, Dr Crabblesnitch. A notable feature of Bully is that classes
in subjects such as English, Chemistry, Art and Photography constitute
mini-games which offer benefits to players. In English, the reward for
forming words out of scrambled letters is increased facility in
interacting with NPCs. To prevent being caught up in a fight, for
instance, a player who has succeeded in English can utter a greeting or
an apology, so saving time to devote to one or other of the many
missions involved in the game. Bully is characterised by a pervasive
irony which distances players from Jimmy and from the action of the
game, encouraging a style of playing which is both engaged and also
designed to encourage critical analysis of how one is positioned in and
by the game. To produce an analysis of Bully, then, one must engage in a
hybrid methodology which acknowledges not only the game's narrative
and ludic features, but the ideological implications of its
representations and gameplay, and their interface with cultural values
and practices.
Bully is a stand-alone game intended for younger players than those
attracted by Rockstar's Grand Theft Auto. In contrast, Pokemon:
Explorers of Time draws upon an entire universe of characters, settings
and narrative tropes, popularised through a variety of media including
video games, card games, books, anime, toys and trading cards. Developed
in Japan in the 1990s, Pokemon is based on the idea that there exist
'wild' Pokemon ('pocket monsters') who can be
trained by humans so as to participate in games and competitions against
other Pokemon teams. The game is deeply invested in Japanese traditions
of cuteness (kawaisa) which enable it to position non-Japanese players
to align with child-like, appealing figures and, by implication, to be
drawn into the global enterprises through which conceptions of Japan are
promoted. Anne Allison points out that what she calls 'the cute
business' (2003, p. 386) began in Japan in the 1970s, modulating
into the development of cute characters and their commodification. The
Hello Kitty character is a prime example, deployed as a brand across
multiple consumer products.
The size and portability of the Nintendo DS, similar to its
antecedent the Game Boy, invite a peculiarly intimate and personalised
style of play. Players carry the DS with them, using it at home, school
and on public transport, so that the Pokemon world itself is portable,
available to one player or to pairs and small groups huddled over a
console. In a reaction to cultural anxieties in Japan concerning the
isolation of children and the high scholastic expectations placed on
them, Pokemon game design emphasises sociality as players are encouraged
to interact with the life-forms which feature in the game (friends,
pets, objects) and, in the case of Explorers of Time, to join a team of
adventurers intent on exploring the mystery dungeon of the game's
title.
The first activity a player performs on entering the Explorers of
Time game is to respond to a series of questions which lead to a
sequence where players are allocated an 'aura'. This exercise,
imbued with New Age discourses, creates the illusion that as a player I
am known and valued by the Pokemon who administers the questions, and
that my induction into the Pokemon world incorporates me into a set of
relationships where my aura (sky blue) blends with and is complemented
by the auras of other Pokemon. The game takes great pains, then, to
construct a friendly, unthreatening play environment. Even so, the game
action of Explorers of Time involves a high degree of surveillance and
control. As a player in the first stretches of the game I am reminded of
my junior status as an apprentice, my obligation to show respect to my
teachers, and the necessity of working diligently. While there are
moments in the game when these values are gently mocked, such as when
the apprentice Pokemon exchange messages about the propensity of the
Guild leader, Wigglytuff, to fall asleep in the middle of an oration,
they are also inescapable and immutable. When I faint in a dungeon and
thus fail to accomplish my mission, I am admonished but also encouraged
to 'try again tomorrow'. The differences between player
positioning in Pokemon Explorers of Time on one hand, and World of
Warcraft and Bully on the other are more than merely indications of the
age or maturity of implied players. All three games position players to
accept values such as that cooperation results in better outcomes than a
style of play reliant on indiscriminate violence. Of the three games,
Pokemon Explorers of Time most explicitly articulates and polices its
ideological givens, resulting in a more closed and controlled form of
playing than World of Warcraft or Bully. The visual and auditory effects
of the game are especially important, constructing a Pokemon world in
which cuteness is embodied in characters and settings. The overall
effect is to produce a coherent, consistent and ordered universe in
which players derive pleasure from doing what the game tells them to do.
Theories of reader positioning rely, in the main, on the language
and visual components of texts; on how narratives deploy strategies such
as focalisation, distancing, point of view and estrangement. This close
attention to textual and discoursal features enables us to determine, as
Stephens says, whether 'the reading subject, as in an actual world
pragmatic exchange, may negotiate meaning with the text or be subjected
by it' (1992, p. 55). To understand how video games position their
players we need to draw upon a wider range of concepts and
methodologies. In this discussion I have shifted between theories of
narrative and concepts drawn from games studies in order to enable my
analysis of the three games I have selected. My discussion has
necessarily reflected my own playing of these games, which is
idiosyncratic and particular. Nevertheless, all three games are forged
out of the algorithms which shape gameplay, so that my experience of
playing is situated within the possibilities of these games as well as
the social practices which surround them. In The Pleasure of the Text,
Roland Barthes describes the act of reading as a site where the reader
finds 'the possibility of a dialectics of desire, of an
unpredictability of bliss' (1975, p. 4). When I began playing World
of Warcraft I did not expect that I would find pleasure, of a kind, in
looking for my corpse. Games are worth taking seriously because they
activate new forms of textual pleasure and new forms of sociality; and
because, like other kinds of texts, their possibilities are never
exhausted or their meanings ever absolute.
References
Allison, A. (2003). Portable monsters and commodity cuteness:
Pokemon as Japan's new global power, Postcolonial Studies, 6(3),
381-395.
Barthes, R. (1975), The Pleasure of the Text (R. Miller, Trans.).
Cape, London. Blizzard Entertainment. (2004). World of Warcraft Game
Manual. Irvine, CA.
Carr, D. (2006). Play and Pleasure. In D. Carr, D. Buckingham, A.
Burn, & G. Schott (Eds.). Computer Games: Text, Narrative and Play,
Massachusetts: Polity Press.
Consalvo, M. (2007). Cheating: Gaining Advantage in Videogame.,
Massachusetts:MIT Press.
Emerson, D. (2008). Parents angry at violent bully game. Retrieved
17 April, 2008, from http://www.theage.com.au/news/games/
parents-angry-at-violent-school-bully-game/2008/04/17/1208025350669.html
Galloway, A. (2006). Gaming: Essays on Algorithmic Culture.
Minneapolis:University of Minnesota Press.
Gee, J. P. (2006). Why games studies now? Video games: A new art
form, Games and Culture, 1(1) 58-61.
Kline, S., Dyer-Witheford, N., & de Peuter, G. (2003). Digital
Play: The Interaction of Technology, Culture, and Marketing. Montreal:
McGill-Queen's University Press.
Krzywinska, T. (2006). Blood scythes, festivals, quests, and
backstories, Games and Culture, 1(4) 383-386.
Murray, J. (2005). The last word on ludology v narratology in game
studies. Retrieved from www.lcc.gatech.edu/~murray/digra05/lastword.pdf
Raessens, J. (2006). Playful identities, or the ludification of
culture, Games and Culture, 1(1) 52-57.
Simons, J. (2007). Narrative, games, and theory, Game Studies: The
International Journal of Computer Game Research, 7(1). Retrieved from
http://gamestudies.org/0701/articles/simons
Sinclair, B. (2006). Report: Judge OKs Bully, Gamespot. Retrieved
from http://au.gamespot.com/news/6159812.html
Stephens, J. (1992). Language and Ideology in Children's
Fiction. London:Longman.
Clare Bradford
School of Communication and Creative Arts, Deakin University
(1) Beavis, C., Bradford, C., O'Mara, J., Walsh, C.: Literacy
in the Digital World of the Twenty First Century: Learning from Computer
Games. Australian Research Council 2007-2009. Industry Partners: The
Australian Centre for the Moving Image, The Victorian Association for
the Teaching of English, The Department of Education and Early Childhood
Development, Victoria. Research Fellow: Thomas Apperley, Research
Assistant: Amanda Gutierrez