Time in Video Games: A Survey and Analysis

Author:

Zagal José P.1,Mateas Michael2

Affiliation:

1. DePaul University, Chicago, IL, USA,

2. University of California Santa Cruz, Santa Cruz, CA, USA,

Abstract

This article introduces a conceptual tool for analyzing video game temporality, the temporal frame, and a methodology by which new temporal frames can be constructed as needed during analysis. A temporal frame is a set of events, along with the temporality induced by the relationships between those events. The authors discuss four common temporal frames: real-world time (events taking place in the physical world), gameworld time (events within the represented gameworld, including events associated with gameplay actions), coordination time (events that coordinate the actions of players and agents), and fictive time (applying sociocultural labels to events, as well as narrated event sequences). They use frames to analyze the real-time/turn-based distinction, various temporal anomalies, and temporal manipulations as a form of gameplay. These discussions illustrate how temporal frames are useful for gaining a more nuanced understanding of temporal phenomena in games. Additionally, their relationist characterization of temporal frames supports analysis and design.

Publisher

SAGE Publications

Subject

Computer Science Applications,General Social Sciences

Reference73 articles.

1. Aarseth, E. ( 1999). Aporia and epiphany in doom and "The Speaking Clock": The temporality of ergodic art. In M.L. Ryan (Ed.), Cyberspace textuality (pp. 31-41). Bloomington : University of Indiana Press.

2. Atkins, B. ( 2007). Killing time: Time past, time present and time future in Prince of Persia: The Sands of Time. In T. Krzywinska & B. Atkins (Eds.), Videogame, player, text (pp. 237-253). Manchester , England: Manchester University Press.

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