The Resource Game time : understanding temporality in video games, Christopher Hanson
Game time : understanding temporality in video games, Christopher Hanson
Resource Information
The item Game time : understanding temporality in video games, Christopher Hanson represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.This item is available to borrow from 1 library branch.
Resource Information
The item Game time : understanding temporality in video games, Christopher Hanson represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Liverpool.
This item is available to borrow from 1 library branch.
- 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
- Language
- eng
- Extent
- xi, 230 pages
- 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
- Isbn
- 9780253035189
- Label
- Game time : understanding temporality in video games
- Title
- Game time
- Title remainder
- understanding temporality in video games
- Statement of responsibility
- Christopher Hanson
- 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
- 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
- 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
- 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
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Game-time--understanding-temporality-in-video/i50c3j56CkU/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Game-time--understanding-temporality-in-video/i50c3j56CkU/">Game time : understanding temporality in video games, Christopher Hanson</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.liverpool.ac.uk/portal/Game-time--understanding-temporality-in-video/i50c3j56CkU/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.liverpool.ac.uk/portal/Game-time--understanding-temporality-in-video/i50c3j56CkU/">Game time : understanding temporality in video games, Christopher Hanson</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.liverpool.ac.uk/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.liverpool.ac.uk/">University of Liverpool</a></span></span></span></span></div>