03225oam 2200625 c 450 99654316660331620220221094418.03-8394-4713-510.14361/9783839447130(CKB)4930000000056116(MiAaPQ)EBC5916958(DE-B1597)515753(OCoLC)1121054581(DE-B1597)9783839447130(transcript Verlag)9783839447130(EXLCZ)99493000000005611620220221d2019 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierTime and Space in Video GamesA Cognitive-Formalist ApproachFederico Alvarez Igarzábal1st ed.Bielefeldtranscript Verlag20191 online resource (233 pages)Bild und Bit. Studien zur digitalen Medienkultur93-8376-4713-7 Frontmatter 1 Contents 5 Introduction 9 The State Machine and the Present Moment 33 Structuring Gametime 53 Cause, Effect, and Player-Centric Time 85 Predictive Thinking in Virtual Worlds 101 The Groundhog Day Effect 115 The Hybrid Narrator 139 The Speed of Time 159 Marshmallows and Bullets 175 Chekhov's BFG 191 Conclusion 205 Acknowledgements 211 References 213Video 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. 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.Studies of digital media culture ;Volume 9.Computer; Games; Time; Video Games; Sequencing; Space; Aesthetics; Cognitive Science; Time Perception; Media; Popular Culture; Computer Games; Media Aesthetics; Digital Media; Media Studies;Aesthetics.Cognitive Science.Computer Games.Digital Media.Games.Media Aesthetics.Media Studies.Media.Popular Culture.Sequencing.Space.Time Perception.Time.Video Games.Computer; Games; Time; Video Games; Sequencing; Space; Aesthetics; Cognitive Science; Time Perception; Media; Popular Culture; Computer Games; Media Aesthetics; Digital Media; Media Studies;794.8Alvarez Igarzábal Federicoaut1379851DE-B1597DE-B1597BOOK996543166603316Time and Space in Video Games3420237UNISA01633nam0 2200409 i 450 LO1033733620251003044208.0883395532XIT94-9052 20230310d1994 ||||0itac50 baitaitz01i xxxe z01nz01ncRDAcarrierMeccanica analiticacon elementi di meccanica statistica e dei continuiAntonio Fasano, Stefano MarmiTorinoBollati Boringhieri1994XII, 747 p.24 cmProgramma di matematica, fisica, elettronicaSegue: Appendici.001CFI00177842001 Programma di matematica, fisica, elettronicaMeccanica analiticaFIRCFIC035429E531MECCANICA12531.01MECCANICA CLASSICA. MECCANICA DEI SOLIDI. Filosofia e teoria14531.0151MECCANICA. Principi di matematica22531.01515MECCANICA. Principi di analisi matematica21Fasano, Antonio <1941- >MILV04774807040516Marmi, StefanoLO1V13976107042049ITIT-00000020230310IT-BN0095 IT-NA0299 NAP 01SALA DING $NAP AGI $LO10337336Biblioteca Centralizzata di Ateneo1 v. 01SALA DING 531.01 FAS.me 0102 0000021535 VMA A4 1 v.Y 1996020119960201 01 AGMeccanica analitica70761UNISANNIO