Time in Video Games: A Survey and Analysis

Time in Video Games: A Survey and Analysis
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电子游戏时代:调查与分析

DOI:
10.1177/1046878110375594
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发表时间:
2010
影响因子:
2
通讯作者:
Michael Mateas
Michael Mateas
中科院分区:
--
文献类型:
--
作者:
J. Zagal;Michael Mateas

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本文介绍了一种分析视频游戏时间性的概念工具,时间框架,以及一种在分析过程中根据需要构建新的时间框架的方法。时间框架是一组事件,沿着由这些事件之间的关系引起的时间性。作者讨论了四种常见的时间框架:真实世界时间(发生在物理世界中的事件),游戏世界时间(所代表的游戏世界中的事件,包括与游戏操作相关的事件),协调时间(协调玩家和代理人的行动的事件)和虚构时间(将社会文化标签应用于事件,以及叙述的事件序列)。他们使用帧来分析实时/回合制的区别,各种时间异常,以及作为游戏形式的时间操纵。这些讨论说明了时间框架如何有助于更细致地理解游戏中的时间现象。此外,他们的时间框架的关系表征支持分析和设计。
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.
DOI: --
发表时间: 2008
期刊: --
影响因子: --
作者:
S Benford
通讯作者: S Benford