The playing of a game is a subjective experience, objective time is of An obvious objection to this would be that because Time of the player and the event time of the game world constructed by The theory primarily describes the relation between the linear, objective Primary focus here is on computer games (in a broad sense, including arcadeĪnd console games), but non-electronic games are also included for an My inquiry therefore proceeds from the belief that a game theory is bestīuilt not so much by plainly importing assumptions from other culturalįorms, as by examining actual games. Games map the player into the game world. That when we talk about games, we assume a much more direct connectionīetween the game and the player than we would in movies or novels, because Statement "Brian is a pig" can obviously also be said of anĪctor in a play, but not of the audience: if Brian is watching the movieīabe, we dont say, "Brian is a pig." This means We click the keys on the keyboard,īut we are also moving Lara Croft. Means invading Scandinavia with our troops. We move a piece around a board, but this also
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Play the World War II game Axis and Allies, all our actions haveĪ double meaning. Games are much like the pretense-play of children (and adults) if we Marjanovic-Shane describes this as a proposition aboutĪ fictive plane, rather than a proposition about reality. To say, "Brian is a pig" while playing a game does not describeīrian as person it only says that in this play context, Brian assumes Of our ideas of a pig to Brian as a person, and an insult, since this A metaphor, since we would propose a transfer We utter the sentence "Brian is a pig," this is usually consideredĪ metaphor and an insult. The play-element of games is reflected in the way we discuss them: if Games do not project a game world at all, and therefore do not have a Simulation games often feature sped-up time or even the possibility of Game genres: action games tend to proceed in real time, but strategy and The relationship between play timeĪnd event time is, as we shall see, highly variable between games and Play time (the time the player takes to play) and event time In the game time, which can be described as a basic duality of To engage in a kind of pretense-play: you are both "yourself,"Īnd you have another role in the game world. Most computer games project a game world, and to play them is therefore Tool for opening other discussions in game studies and game design. Of how a game feeds player experiences, and generally serve as an analytical
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Help trace the historical development of games, connect to the big question In other cultural forms, but there is very little theory of time in games ģ) the hope that a theory of game time may help us examine specific games,
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This is motivated by:ġ) plain curiosity 2) theoretical lack: much work has been done on time The following sketches a theory of time in games. Cambridge, Massachusetts: MIT Press, 2004. In First Person: New Media as Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan, 131-142. Jesper Juul: "Introduction to Game Time".