Time and Space in Video Games: A Cognitive-Formalist Approachtranscript Verlag, 30/09/2019 - 232 páginas Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal 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. |
Índice
9 | |
Brain Time in Virtual Space | 31 |
Iteration in Virtual Space | 99 |
Through the Temporal Landscape | 157 |
Conclusion | 205 |
Acknowledgements | 211 |
213 | |
Outras edições - Ver tudo
Time and Space in Video Games: A Cognitive-Formalist Approach Federico Alvarez Igarzábal Pré-visualização indisponível - 2020 |
Palavras e frases frequentes
action activities Additionally agonist allows players artifacts avatar Bayesian behavior BIOSHOCK brain button camera causal Celebrimbor challenge Cyberdemon duration enemies Entertainment entities environment example experience feature fictional world Figure film flow frame game designers game’s gameplay gamespace gametime gameworld goals Groundhog Day Groundhog Day Effect happen hybrid narrator ibid in-game interactive intuitions jump Juul marshmallow MASS EFFECT Mateas MAX PAYNE mechanics medium menu milliseconds Mischel motion move narrative navigation non-player characters objects PAC-MAN paradox perception perspective platforms play player character player needs Pöppel portals present PRINCE OF PERSIA progression psychology real-time narration REMASTER reset RESIDENT EVIL retrospective narrator rewind roguelike screen sense sequence shoot skills SPACE INVADERS SPACEWAR speed stage STANLEY PARABLE stimuli story storytelling structure SUPER MARIO BROS survival horror temporal landscape theory tion trigger typology video games visual weapon Wiki WILD HUNT WITCHER Wittmann Zagal