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Time in Video Games: A Survey and Analysis

José P. Zagal and Michael Mateas
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José P. Zagal: DePaul University, Chicago, IL, USA, jzagal@cdm.depaul.edu
Michael Mateas: University of California Santa Cruz, Santa Cruz, CA, USA, michaelm@cs.ucsc.edu

Simulation & Gaming, 2010, vol. 41, issue 6, 844-868

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.

Keywords: coordination; fictive time; gameworld time; real-time; real-world time; temporal analysis; temporal frame; temporality; time; turn-based; video games (search for similar items in EconPapers)
Date: 2010
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:41:y:2010:i:6:p:844-868

DOI: 10.1177/1046878110375594

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