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Subjective Temporalities at Play

Enrico Gandolfi

Simulation & Gaming, 2016, vol. 47, issue 6, 720-750

Abstract: Background . Despite the increasing attention given by scholars and designers to time as a game variable, an overlooked topic is subjective temporality in play . Aim . This article addresses the issue of subjective temporality in play , with a focus on gaming simulations. The purpose of this article is to shed light on how different ludic elements can influence players’ diachronic identities. Method . The related concepts of sameness and selfhood are applied in analyzing CITIES: SKYLINES , EUROPA UNIVERSALIS IV and PILLARS OF ETERNITY . A quantitative survey was distributed online among users of the three case studies (n:387 participants). Instrument items included playing habits , sameness and selfhood and the triggering gaming traits . Results . Specific categories of features are able to foster selfhood and sameness experiences with various outcomes in terms of the subjects’ satisfaction, interpretation and autonomy. Conclusions . Implications of the study are noteworthy for a) practitioners interested in deepening time routines in games through an audiences’ lens and b) researchers, who may take inspiration to stress and expand the topic with further focuses and research designs.

Keywords: cities: skylines; Europa Universalis IV; Pillars of Eternity; playing habits; sameness; selfhood; subjective temporality; triggering gaming traits (search for similar items in EconPapers)
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:47:y:2016:i:6:p:720-750

DOI: 10.1177/1046878116670292

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