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
Contributor
Author
Provider
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
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
LC call number
GV1469.34.P79
LC item number
H36 2018
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
  • filmographies
http://library.link/vocab/relatedWorkOrContributorName
JSTOR
Series statement
Digital game studies
http://library.link/vocab/subjectName
  • Video games
  • Time perception
  • Time perception
  • Video games
  • GAMES / Board
  • PERFORMING ARTS / Film & Video / General
Label
Game time : understanding temporality in video games, Christopher Hanson
Instantiates
Publication
Note
Includes gameography
Bibliography note
Includes bibliographical references, filmography and index
Carrier category
online resource
Carrier category code
cr
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
Extent
1 online resource (xi, 230 pages).
Form of item
online
Isbn
9780253032829
Lccn
2018004321
Media category
computer
Media MARC source
rdamedia
Media type code
c
Note
WorldCat record--jaz
Specific material designation
remote
Stock number
22573/ctv3r6nm
System control number
  • (OCoLC)1021055124
  • (OCoLC)on1021055124
Label
Game time : understanding temporality in video games, Christopher Hanson
Publication
Note
Includes gameography
Bibliography note
Includes bibliographical references, filmography and index
Carrier category
online resource
Carrier category code
cr
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
Extent
1 online resource (xi, 230 pages).
Form of item
online
Isbn
9780253032829
Lccn
2018004321
Media category
computer
Media MARC source
rdamedia
Media type code
c
Note
WorldCat record--jaz
Specific material designation
remote
Stock number
22573/ctv3r6nm
System control number
  • (OCoLC)1021055124
  • (OCoLC)on1021055124

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