Sprache: Englisch
Verlag: MH - Indiana University Press, 2018
ISBN 10: 0253032865 ISBN 13: 9780253032867
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In den WarenkorbPAP. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
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In den WarenkorbZustand: New. pp. 296.
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In den WarenkorbPaperback. Zustand: Brand New. 230 pages. 9.00x6.00x0.75 inches. In Stock.
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In den WarenkorbZustand: New. Über den AutorChristopher HansonInhaltsverzeichnisAcknowledgmentsIntroduction1. More than Live: Game A-liveness and Immediacy2. Game Presence and Mediatization3. Pausing and Resum.
Sprache: Englisch
Verlag: Indiana University Press Apr 2018, 2018
ISBN 10: 0253032865 ISBN 13: 9780253032867
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.