Game Time: Understanding Temporality in Video Games
Christopher Hanson你有多喜歡這本書?
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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 includingBraid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time,Passage, The Legend of Zelda: The Ocarina of Time,Lifeline, andA Dark Room.
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 includingBraid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time,Passage, The Legend of Zelda: The Ocarina of Time,Lifeline, andA Dark Room.
類別:
年:
2018
版本:
Paperback
出版商:
Indiana University Press
語言:
english
頁數:
296
ISBN 10:
0253032865
ISBN 13:
9780253032867
文件:
PDF, 4.97 MB
你的標籤:
IPFS:
CID , CID Blake2b
english, 2018
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