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Game Time: Understanding Temporality in Video Games (Digital Game Stu

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Specificaties

Objectstaat
Goed: Een boek dat is gelezen, maar zich in goede staat bevindt. De kaft is zeer minimaal beschadigd ...
Book Title
Game Time: Understanding Temporality in Video Games (Digital Game
ISBN
9780253032867
Subject Area
Games & Activities, Science, Performing Arts
Publication Name
Game Time : Understanding Temporality in Video Games
Item Length
9 in
Publisher
Indiana University Press
Subject
Film / General, Time, Video & Electronic
Series
Digital Game Studies
Publication Year
2018
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.6 in
Author
Christopher Hanson
Item Width
6 in
Item Weight
11.9 Oz
Number of Pages
296 Pages

Over dit product

Product Information

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.

Product Identifiers

Publisher
Indiana University Press
ISBN-10
0253032865
ISBN-13
9780253032867
eBay Product ID (ePID)
239757269

Product Key Features

Author
Christopher Hanson
Publication Name
Game Time : Understanding Temporality in Video Games
Format
Trade Paperback
Language
English
Subject
Film / General, Time, Video & Electronic
Series
Digital Game Studies
Publication Year
2018
Type
Textbook
Subject Area
Games & Activities, Science, Performing Arts
Number of Pages
296 Pages

Dimensions

Item Length
9 in
Item Height
0.6 in
Item Width
6 in
Item Weight
11.9 Oz

Additional Product Features

LCCN
2017-057679
Intended Audience
Scholarly & Professional
Lc Classification Number
Gv1469.34.P79h36
Grade from
College Graduate Student
Reviews
"The text is well-researched, and the introduction is an excellent, focused overview of video game studies. . . . a compelling work. . . . Recommended. "-- Choice "While such a combination of viewpoints seems inherent to video game studies,it nevertheless makes this book an equally rich and engaging reading for academics, students, and gamers."-- Projections 14.2 "Hanson cleverly explores how seemingly mundane concepts like the ability to pause, save, or suspend gameplay radically changes our relationship to games and what we are allowed to do with them; however, these technological advancements also lead to the creation of more complex game design in which temporal manipulation becomes part of the player's challenges (or their toolset). Hanson naturally explores speedrunning in Game Time, suggesting that the desire to repeatedly play games in order to find ways to complete them faster or experiment with glitches to "break" the internal programming to do things players are not supposed to do is a means of demonstrating human mastery over the game, turning the act into performance as much as play. Through these and other examples, Hanson's work explores how video games are unique in terms of entertainment media and how interactivity intersects with our very concept of time and space--as Animal Crossing players learned, all it takes is to adjust a clock in the menu to turn today into tomorrow, or three weeks from now"--Bryan J. Carr, University of Wisconsin-Green Bay, Communication Booknotes Quarterly, The text is well-researched, and the introduction is an excellent, focused overview of video game studies. . . . a compelling work. . . . Recommended., Hanson cleverly explores how seemingly mundane concepts like the ability to pause, save, or suspend gameplay radically changes our relationship to games and what we are allowed to do with them; however, these technological advancements also lead to the creation of more complex game design in which temporal manipulation becomes part of the player's challenges (or their toolset). Hanson naturally explores speedrunning in Game Time, suggesting that the desire to repeatedly play games in order to find ways to complete them faster or experiment with glitches to "break" the internal programming to do things players are not supposed to do is a means of demonstrating human mastery over the game, turning the act into performance as much as play. Through these and other examples, Hanson's work explores how video games are unique in terms of entertainment media and how interactivity intersects with our very concept of time and space--as Animal Crossing players learned, all it takes is to adjust a clock in the menu to turn today into tomorrow, or three weeks from now
Table of Content
Acknowledgments Introduction 1. More than Live: Game "A-liveness" and Immediacy 2. Game Presence and Mediatization 3. Pausing and Resuming 4. Saving and Restoring 5. An Instinct towards Repetition: "Replay Value," Mastery, and Re-Creation 6. Recursive Temporalities 7. Case Studies Conclusion Gameography Filmography Bibliography Index
Copyright Date
2018
Dewey Decimal
794.8
Dewey Edition
23
Illustrated
Yes

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