In this paper, I propose a synthesis of Merleau-Ponty’s and Ricoeur’s temporal models to describe how first-person-shooters suggest human time. Merleau-Ponty’s model of phenomenological time identifies the movement generated by perception itself. Ricour’s model of narrative time seeks to bridge individual and cosmological time. Their synthesis suggests how human time is experienced in some video games as the progressive narrowing down of the possibilities embodied in a new game space, or the movement of what Merleau-Ponty calls the pre-reflective to the reflective, and Ricour calls mimemis1 to mimesis3. It further accounts for how perceptions of time experienced in games extend beyond game play itself
This article introduces the notion of temporal frames as a tool for the formal analysis of the tempo...
Video games are temporal artifacts: They change with time as players interact with them in accordanc...
This article discusses the role of time in the narrative of the Mass Effect games, employing tools d...
This paper analyses how the different tenses (i.e. past, present, and future), aspects (i.e. perfect...
This paper analyses how the different tenses (i.e. past, present, and future), aspects (i.e. perfect...
As the popularity and cultural import of professionalized competitive gaming has dramatically risen ...
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames...
Games differ from most other forms of media by being procedural and interactive. These qualities ch...
Time in computer games is not singular. Time in the game world may progress at a different rate to t...
ABSTRACT Games differ from most other forms of media by being procedural and interactive. These qual...
Temporal issues related to digital games go beyond the strictly literary or film studies character o...
This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a...
Technological advancements in computer simulation and stimulation have brought the experience of vis...
Starting with a reflection on the application in game studies of Christian Metz’s consideration of t...
Technological advancements in computer simulation and stimulation have brought the experience of vis...
This article introduces the notion of temporal frames as a tool for the formal analysis of the tempo...
Video games are temporal artifacts: They change with time as players interact with them in accordanc...
This article discusses the role of time in the narrative of the Mass Effect games, employing tools d...
This paper analyses how the different tenses (i.e. past, present, and future), aspects (i.e. perfect...
This paper analyses how the different tenses (i.e. past, present, and future), aspects (i.e. perfect...
As the popularity and cultural import of professionalized competitive gaming has dramatically risen ...
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames...
Games differ from most other forms of media by being procedural and interactive. These qualities ch...
Time in computer games is not singular. Time in the game world may progress at a different rate to t...
ABSTRACT Games differ from most other forms of media by being procedural and interactive. These qual...
Temporal issues related to digital games go beyond the strictly literary or film studies character o...
This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a...
Technological advancements in computer simulation and stimulation have brought the experience of vis...
Starting with a reflection on the application in game studies of Christian Metz’s consideration of t...
Technological advancements in computer simulation and stimulation have brought the experience of vis...
This article introduces the notion of temporal frames as a tool for the formal analysis of the tempo...
Video games are temporal artifacts: They change with time as players interact with them in accordanc...
This article discusses the role of time in the narrative of the Mass Effect games, employing tools d...