Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, the author 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. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson
Abstract The purpose of this article is to analyze the relationship between digital games and tempor...
Taking Johan Huizinga's work on games and culture as a starting point—particularly his arguments abo...
Taking Johan Huizinga's work on games and culture as a starting point—particularly his arguments abo...
The design and representation of time and space are important in any narrative form. Not surprisingl...
Temporal issues related to digital games go beyond the strictly literary or film studies character o...
This study focuses on studying time mechanics and concepts in video games by using a method defined ...
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames...
This study focuses on studying time mechanics and concepts in video games by using a method defined ...
This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a...
which permits unrestricted use, distribution, and reproduction in any medium, provided the original ...
Gry komputerowe już na przełomie wieku zdołały wyswobodzić się z ograniczeń chronologicznych narracj...
This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a...
This article introduces the notion of temporal frames as a tool for the formal analysis of the tempo...
Gaming Disorder has been included in the 11th revision of the World Health Organization's Internatio...
As the popularity and cultural import of professionalized competitive gaming has dramatically risen ...
Abstract The purpose of this article is to analyze the relationship between digital games and tempor...
Taking Johan Huizinga's work on games and culture as a starting point—particularly his arguments abo...
Taking Johan Huizinga's work on games and culture as a starting point—particularly his arguments abo...
The design and representation of time and space are important in any narrative form. Not surprisingl...
Temporal issues related to digital games go beyond the strictly literary or film studies character o...
This study focuses on studying time mechanics and concepts in video games by using a method defined ...
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames...
This study focuses on studying time mechanics and concepts in video games by using a method defined ...
This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a...
which permits unrestricted use, distribution, and reproduction in any medium, provided the original ...
Gry komputerowe już na przełomie wieku zdołały wyswobodzić się z ograniczeń chronologicznych narracj...
This article (1) analyzes the computer game Braid with regard to the TIME IS SPACE/MOTION metaphor a...
This article introduces the notion of temporal frames as a tool for the formal analysis of the tempo...
Gaming Disorder has been included in the 11th revision of the World Health Organization's Internatio...
As the popularity and cultural import of professionalized competitive gaming has dramatically risen ...
Abstract The purpose of this article is to analyze the relationship between digital games and tempor...
Taking Johan Huizinga's work on games and culture as a starting point—particularly his arguments abo...
Taking Johan Huizinga's work on games and culture as a starting point—particularly his arguments abo...