LEADER 02495oam 22006014a 450 001 9910959862203321 005 20240507224950.0 010 $a9780253032836 010 $a0253032830 010 $a9780253032782 010 $a0253032784 010 $a9780253032829 010 $a0253032822 035 $a(CKB)4340000000266619 035 $a(MiAaPQ)EBC5355427 035 $a(OCoLC)1021055124 035 $a(MdBmJHUP)muse68559 035 $a(MiAaPQ)EBC30356855 035 $a(Au-PeEL)EBL30356855 035 $a(Perlego)3172626 035 $a(EXLCZ)994340000000266619 100 $a20180129d2018 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGame Time $eUnderstanding Temporality in Video Games /$fChristopher Hanson 205 $a1st ed. 210 $aBloomington, Indiana $cIndiana University Press$d2018 215 $a1 online resource (248 pages) 225 0 $aDigital game studies 311 08$a9780253032867 311 08$a0253032865 311 08$a9780253032850 311 08$a0253032857 320 $aIncludes bibliographical references and index. 327 $aMore than live : game "a-liveness" and immediacy -- Game presence and mediatization -- Pausing and resuming -- Saving and restoring -- An instinct towards repetition : "replay value," mastery, and re-creation -- Recursive temporalities -- Case studies. 330 $aWhen compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles--including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room. 410 0$aDigital game studies. 606 $aTime perception 606 $aVideo games$xPsychological aspects 608 $aElectronic books. 615 0$aTime perception. 615 0$aVideo games$xPsychological aspects. 676 $a794.8 700 $aHanson$b Christopher$g(Christopher C. P.),$01794351 801 0$bMdBmJHUP 801 1$bMdBmJHUP 906 $aBOOK 912 $a9910959862203321 996 $aGame Time$94334936 997 $aUNINA