LEADER 03225oam 2200625 c 450 001 996543166603316 005 20220221094418.0 010 $a3-8394-4713-5 024 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(EXLCZ)994930000000056116 100 $a20220221d2019 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 Igarza?bal 205 $a1st ed. 210 $aBielefeld$ctranscript Verlag$d2019 215 $a1 online resource (233 pages) 225 0 $aBild und Bit. Studien zur digitalen Medienkultur$v9 311 $a3-8376-4713-7 327 $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 $aVideo games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarza?bal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. This book-length study dedicated to time perception and video games is an indispensable resource for game scholars and game developers alike. Its reader-friendly style makes it readily accessible to the interested layperson. 410 0$aStudies of digital media culture ;$vVolume 9. 606 $aComputer; Games; Time; Video Games; Sequencing; Space; Aesthetics; Cognitive Science; Time Perception; Media; Popular Culture; Computer Games; Media Aesthetics; Digital Media; Media Studies; 610 $aAesthetics. 610 $aCognitive Science. 610 $aComputer Games. 610 $aDigital Media. 610 $aGames. 610 $aMedia Aesthetics. 610 $aMedia Studies. 610 $aMedia. 610 $aPopular Culture. 610 $aSequencing. 610 $aSpace. 610 $aTime Perception. 610 $aTime. 610 $aVideo Games. 615 4$aComputer; Games; Time; Video Games; Sequencing; Space; Aesthetics; Cognitive Science; Time Perception; Media; Popular Culture; Computer Games; Media Aesthetics; Digital Media; Media Studies; 676 $a794.8 700 $aAlvarez Igarza?bal$b Federico$4aut$01379851 801 0$bDE-B1597 801 1$bDE-B1597 906 $aBOOK 912 $a996543166603316 996 $aTime and Space in Video Games$93420237 997 $aUNISA