Norges billigste bøker

Game Time

- Understanding Temporality in Video Games

Om Game Time

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. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that 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 Featuring 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.

Vis mer
  • Språk:
  • Engelsk
  • ISBN:
  • 9780253032867
  • Bindende:
  • Paperback
  • Sider:
  • 296
  • Utgitt:
  • 8. mars 2018
  • Dimensjoner:
  • 229x155x12 mm.
  • Vekt:
  • 374 g.
  Gratis frakt
Leveringstid: 2-4 uker
Forventet levering: 17. januar 2025
Utvidet returrett til 31. januar 2025
  •  

    Kan ikke leveres før jul.
    Kjøp nå og skriv ut et gavebevis

Beskrivelse av Game Time

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. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that 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
Featuring 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.

Brukervurderinger av Game Time



Finn lignende bøker
Boken Game Time finnes i følgende kategorier:

Gjør som tusenvis av andre bokelskere

Abonner på vårt nyhetsbrev og få rabatter og inspirasjon til din neste leseopplevelse.