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.
Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.
Christopher Hanson is Assistant Professor of English at Syracuse University with a background in video game and software development.
„Über diesen Titel“ kann sich auf eine andere Ausgabe dieses Titels beziehen.
Anbieter: PBShop.store UK, Fairford, GLOS, Vereinigtes Königreich
PAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000. Artikel-Nr. FW-9780253032867
Anzahl: 15 verfügbar
Anbieter: Majestic Books, Hounslow, Vereinigtes Königreich
Zustand: New. pp. 296. Artikel-Nr. 384418163
Anzahl: 3 verfügbar
Anzahl: Mehr als 20 verfügbar
Anbieter: Revaluation Books, Exeter, Vereinigtes Königreich
Paperback. Zustand: Brand New. 230 pages. 9.00x6.00x0.75 inches. In Stock. Artikel-Nr. x-0253032865
Anzahl: 2 verfügbar
Anbieter: moluna, Greven, Deutschland
Zustand: New. Über den AutorChristopher HansonInhaltsverzeichnisAcknowledgmentsIntroduction1. More than Live: Game A-liveness and Immediacy2. Game Presence and Mediatization3. Pausing and Resum. Artikel-Nr. 446863284
Anzahl: Mehr als 20 verfügbar
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Neuware - 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. Artikel-Nr. 9780253032867
Anzahl: 2 verfügbar