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    Game Time: Understanding Temporality in Video Games

    Game Time by Hanson, Christopher;

    Understanding Temporality in Video Games

    Series: Digital Game Studies;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 68.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        30 702 Ft (29 240 Ft + 5% VAT)
      • Discount 20% (cc. 6 140 Ft off)
      • Discounted price 24 562 Ft (23 392 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    30 702 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Indiana University Press
    • Date of Publication 8 March 2018
    • Number of Volumes Print PDF

    • ISBN 9780253032782
    • Binding Hardback
    • No. of pages296 pages
    • Size 229x152 mm
    • Weight 499 g
    • Language English
    • Illustrations 53 b&w illus. Illustrations, black & white
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    Long description:

    "

    Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time?
    Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls ""game time."" Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time
    Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.

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    Table of Contents:

    "

    Acknowledgments
    Introduction
    1. More than Live: Game ""A-liveness"" and Immediacy
    2. Game Presence and Mediatization
    3. Pausing and Resuming
    4. Saving and Restoring
    5. An Instinct towards Repetition: ""Replay Value,"" Mastery, and Re-Creation
    6. Recursive Temporalities
    7. Case Studies
    Conclusion
    Gameography
    Filmography
    Bibliography
    Index

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