Game Time: Indiana University Press (IPS)
Autor Christopher Hansonen Limba Engleză Hardback – apr 2018
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.
| Toate formatele și edițiile | Preț | Express |
|---|---|---|
| Paperback (1) | 197.38 lei 6-8 săpt. | |
| Indiana University Press – apr 2018 | 197.38 lei 6-8 săpt. | |
| Hardback (1) | 484.39 lei 6-8 săpt. | |
| Indiana University Press – apr 2018 | 484.39 lei 6-8 săpt. |
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Specificații
ISBN-13: 9780253032782
ISBN-10: 0253032784
Pagini: 246
Ilustrații: 53 Illustrations, black and white
Dimensiuni: 157 x 235 x 17 mm
Greutate: 0.51 kg
Editura: Indiana University Press
Colecția Indiana University Press (IPS)
Seria Indiana University Press (IPS)
ISBN-10: 0253032784
Pagini: 246
Ilustrații: 53 Illustrations, black and white
Dimensiuni: 157 x 235 x 17 mm
Greutate: 0.51 kg
Editura: Indiana University Press
Colecția Indiana University Press (IPS)
Seria Indiana University Press (IPS)
Cuprins
Acknowledgments
Introduction
1. More than Live: Game "A-liveness" and Immediacy
2. Game Presence and Mediatization
3. Pausing and Resuming
4. Saving and Restoring
5. An Instinct towards Repetition: "Replay Value," Mastery, and Re-Creation
6. Recursive Temporalities
7. Case Studies
Conclusion
Gameography
Filmography
Bibliography
Index
Introduction
1. More than Live: Game "A-liveness" and Immediacy
2. Game Presence and Mediatization
3. Pausing and Resuming
4. Saving and Restoring
5. An Instinct towards Repetition: "Replay Value," Mastery, and Re-Creation
6. Recursive Temporalities
7. Case Studies
Conclusion
Gameography
Filmography
Bibliography
Index