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The Resource Game time : understanding temporality in video games, Christopher Hanson

Game time : understanding temporality in video games, Christopher Hanson

Label
Game time : understanding temporality in video games
Title
Game time
Title remainder
understanding temporality in video games
Statement of responsibility
Christopher Hanson
Creator
Author
Subject
Language
eng
Summary
"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."--Publisher's website
Member of
Cataloging source
DLC
http://library.link/vocab/creatorName
Hanson, Christopher
Government publication
government publication of a state province territory dependency etc
Illustrations
illustrations
Index
index present
Literary form
non fiction
Nature of contents
  • bibliography
  • filmographies
Series statement
Digital game studies
http://library.link/vocab/subjectName
  • Video games
  • Time perception
Label
Game time : understanding temporality in video games, Christopher Hanson
Instantiates
Publication
Bibliography note
Includes bibliographical references (pages 209-222), filmography (pages 207-208) and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
More than live : game "a-liveness" and immediacy -- Game presence and mediatization -- Pausing and resuming -- Saving and restoring -- An instinct towards repetition : "replay value," mastery, and re-creation -- Recursive temporalities -- Case studies
Control code
039544666
Dimensions
23 cm.
Extent
xi, 230 pages
Isbn
9780253035189
Lccn
2017057679
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Other physical details
illustrations
Label
Game time : understanding temporality in video games, Christopher Hanson
Publication
Bibliography note
Includes bibliographical references (pages 209-222), filmography (pages 207-208) and index
Carrier category
volume
Carrier category code
  • nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
More than live : game "a-liveness" and immediacy -- Game presence and mediatization -- Pausing and resuming -- Saving and restoring -- An instinct towards repetition : "replay value," mastery, and re-creation -- Recursive temporalities -- Case studies
Control code
039544666
Dimensions
23 cm.
Extent
xi, 230 pages
Isbn
9780253035189
Lccn
2017057679
Media category
unmediated
Media MARC source
rdamedia
Media type code
  • n
Other physical details
illustrations

Library Locations

    • Sydney Jones LibraryBorrow it
      Chatham Street, Liverpool, L7 7BD, GB
      53.403069 -2.963723
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