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Game Time: Understanding Temporality in Video Games (Digital Game Stu
US $30.00
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Located in: Lincoln, Nebraska, United States
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eBay item number:116179865490
Item specifics
- Condition
- Book Title
- Game Time: Understanding Temporality in Video Games (Digital Game
- ISBN
- 9780253032867
- Subject Area
- Performing Arts, Science, Games & Activities
- Publication Name
- Game Time : Understanding Temporality in Video Games
- Publisher
- Indiana University Press
- Item Length
- 9 in
- Subject
- Film / General, Time, Video & Electronic
- Publication Year
- 2018
- Series
- Digital Game Studies
- Type
- Textbook
- Format
- Trade Paperback
- Language
- English
- Item Height
- 0.5 in
- Item Weight
- 11.9 Oz
- Item Width
- 6 in
- Number of Pages
- 296 Pages
About this product
Product Identifiers
Publisher
Indiana University Press
ISBN-10
0253032865
ISBN-13
9780253032867
eBay Product ID (ePID)
239757269
Product Key Features
Number of Pages
296 Pages
Publication Name
Game Time : Understanding Temporality in Video Games
Language
English
Publication Year
2018
Subject
Film / General, Time, Video & Electronic
Type
Textbook
Subject Area
Performing Arts, Science, Games & Activities
Series
Digital Game Studies
Format
Trade Paperback
Dimensions
Item Height
0.5 in
Item Weight
11.9 Oz
Item Length
9 in
Item Width
6 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2017-057679
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. , 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
Dewey Edition
23
Grade From
College Graduate Student
Illustrated
Yes
Dewey Decimal
794.8
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
Synopsis
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., 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.
LC Classification Number
GV1469.34.P79H36
Copyright Date
2018
ebay_catalog_id
4
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