Description |
1 online resource (232 pages) : illustrations. |
|
text txt rdacontent |
|
computer c rdamedia |
|
online resource cr rdacarrier |
|
text file |
|
PDF |
Series |
Studies of digital media culture ; volume 9 |
|
Studies of digital media culture ; v. 9.
|
Note |
Originally presented as the author's thesis (doctoral)--University of Cologne. |
Bibliography |
Includes bibliographical references. |
Contents |
Frontmatter -- Contents -- Introduction -- Brain Time in Virtual Space -- The State Machine and the Present Moment -- Structuring Gametime -- Cause, Effect, and Player-Centric Time -- Iteration in Virtual Space -- Predictive Thinking in Virtual Worlds -- The Groundhog Day Effect -- The Hybrid Narrator -- Through the Temporal Landscape -- The Speed of Time -- Marshmallows and Bullets -- Chekhov's BFG -- Conclusion -- Acknowledgements -- References |
Summary |
Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. The first book-length study exclusively dedicated to the topic, it is an indispensable resource for game scholars and game developers alike, while its reader-friendly style makes it readily accessible to the interested layperson. |
Note |
Online resource; title from PDF title page (De Gruyter, viewed August 10, 2020). |
Subject |
Space and time in mass media.
|
|
Video games -- Psychological aspects.
|
|
Time perception.
|
|
Espace et temps dans les médias.
|
|
Jeux vidéo -- Aspect psychologique.
|
|
Perception du temps.
|
|
SOCIAL SCIENCE -- Media Studies.
|
|
Time perception
|
|
Space and time in mass media
|
|
Video games -- Psychological aspects
|
|
Raum Motiv
|
|
Zeit Motiv
|
|
Videospiel
|
Indexed Term |
Aesthetics. |
|
Cognitive Science. |
|
Computer Games. |
|
Digital Media. |
|
Games. |
|
Media Aesthetics. |
|
Media Studies. |
|
Media. |
|
Popular Culture. |
|
Sequencing. |
|
Space. |
|
Time Perception. |
|
Time. |
|
Video Games. |
Genre/Form |
Electronic books.
|
Other Form: |
Print version: Alvarez Igarzábal, Federico. Time and space in video games. Bielefeld : Transcript, [2019] 9783837647136 (DLC) 2019459747 (OCoLC)1126283053 |
ISBN |
3839447135 (electronic book) |
|
9783839447130 (electronic book) |
|
9783837647136 (paperback) |
Standard No. |
10.14361/9783839447130 doi |
|
AU@ 000066189209 |
|
AU@ 000069898488 |
|
CHBIS 011497914 |
|
CHDSB 007134301 |
|
CHVBK 575559616 |
|
CHVBK 576034541 |
|