LEADER 00761nam0-22002891i-450- 001 990001090140403321 035 $a000109014 035 $aFED01000109014 035 $a(Aleph)000109014FED01 035 $a000109014 100 $a--------d--------km-y0itay50------ba 101 0 $aeng 200 1 $aCrystals and X-Rays$fH.S. Lipson 210 $aLondon [etc.]$cWykeham$d1970 215 $axiv, 197 p.$d21 cm 225 1 $a<>Wykeham Science Series$v13 610 0 $aCristallografia 610 0 $aRaggi x 676 $a548 700 1$aLipson,$bH.S.$0347680 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990001090140403321 952 $a37-029$b16272$fFI1 959 $aFI1 996 $aCrystals and X-Rays$9335904 997 $aUNINA LEADER 03649oam 2200889 c 450 001 9910745597803321 005 20251102090541.0 010 $a9783839447130 010 $a3839447135 024 7 $a10.14361/9783839447130 035 $a(CKB)4930000000056116 035 $a(MiAaPQ)EBC5916958 035 $a(DE-B1597)515753 035 $a(OCoLC)1121054581 035 $a(DE-B1597)9783839447130 035 $a(transcript Verlag)9783839447130 035 $a(ScCtBLL)6d663936-8b94-42e1-a127-888ebc06754b 035 $a(Perlego)1461850 035 $a(EXLCZ)994930000000056116 100 $a20251102h20232019 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aTime and Space in Video Games$eA Cognitive-Formalist Approach$fFederico Alvarez Igarzábal 205 $a1st ed. 210 $aBielefeld$ctranscript Verlag$d2023 210 $d2023, c2019 215 $a1 online resource (233 pages) 225 0 $aBild und Bit. Studien zur digitalen Medienkultur 311 08$a9783837647136 311 08$a3837647137 327 $aFrontmatter 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 213 330 $aVideo games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson. 410 0$aStudies of digital media culture ;$vVolume 9. 517 2 $aAlvarez Igarzábal, Time and Space in Video$eA Cognitive-Formalist Approach 606 $aComputer 606 $aGames 606 $aTime 606 $aVideo Games 606 $aSequencing 606 $aSpace 606 $aAesthetics 606 $aCognitive Science 606 $aTime Perception 606 $aMedia 606 $aPopular Culture 606 $aComputer Games 606 $aMedia Aesthetics 606 $aDigital Media 606 $aMedia Studies 615 4$aComputer 615 4$aGames 615 4$aTime 615 4$aVideo Games 615 4$aSequencing 615 4$aSpace 615 4$aAesthetics 615 4$aCognitive Science 615 4$aTime Perception 615 4$aMedia 615 4$aPopular Culture 615 4$aComputer Games 615 4$aMedia Aesthetics 615 4$aDigital Media 615 4$aMedia Studies 676 $a794.8 686 $aAP 15963$2rvk 700 $aAlvarez Igarzábal$b Federico$p

Federico Alvarez Igarzábal, TH Köln, Deutschland

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