Game Time: Understanding Temporality in Video Games

Első borító
Indiana University Press, 2018. márc. 8. - 296 oldal

Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating. . . . Has the ability to manipulate video game timelines altered our cultural conceptions of time?

Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls game time. Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. Hanson demonstrates that compared to analog tabletop games, sports, film, television, and other forms of media, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time.

Hanson's argument features comparative analysis of key video games titles including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

 

Tartalomjegyzék

Introduction
1
Game Aliveness and Immediacy
18
2 Game Presence and Mediatization
36
3 Pausing and Resuming
56
4 Saving and Restoring
86
Replay Value Mastery and ReCreation
110
6 Recursive Temporalities
135
7 Case Studies
156
Conclusion
190
Gameography
201
Filmography
207
References
209
Index
223
Back Cover
233
Copyright

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A szerzőről (2018)

Christopher Hanson is Assistant Professor of English at Syracuse University with a background in video game and software development.

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