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LEADER 00000cam  2200565Ii 4500 
001    on1121054581 
003    OCoLC 
005    20200721081112.2 
006    m     o  d         
007    cr ||||||||||| 
008    190925s2019    gw     fobd  z000 0 eng d 
020    3839447135|q(electronic book) 
020    9783839447130|q(electronic book) 
024 7  10.14361/9783839447130|2doi 
035    (OCoLC)1121054581 
040    DEGRU|beng|erda|epn|cDEGRU|dOCLCO|dN$T|dEBLCP|dN$T|dOCLCQ
       |dOCLCF|dOCLCO|dOCLCQ|dYDXIT|dNJT|dOCLCQ 
049    STJJ 
050  4 P96.S7|bA48 2019 
072  7 SOC052000|2bisacsh 
082 04 302.23|223 
100 1  Alvarez Igarzábal, Federico,|eauthor. 
245 10 Time and Space in Video Games :|ba Cognitive-Formalist 
       Approach /|cFederico Alvarez Igarzábal. 
264  1 Bielefeld :|bTranscript-Verlag,|c[2019] 
300    1 online resource. 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
347    text file|bPDF|2rda 
490 1  Bild und Bit ;|vvolume 9 
490 1  Studies of digital media culture ;|vvolume 9 
504    Includes bibliographical references. 
505 00 |tFrontmatter --|tContents --|tIntroduction --|tBrain Time
       in Virtual Space --|tThe State Machine and the Present 
       Moment --|tStructuring Gametime --|tCause, Effect, and 
       Player-Centric Time --|tIteration in Virtual Space --
       |tPredictive Thinking in Virtual Worlds --|tThe Groundhog 
       Day Effect --|tThe Hybrid Narrator --|tThrough the 
       Temporal Landscape --|tThe Speed of Time --|tMarshmallows 
       and Bullets --|tChekhov's BFG --|tConclusion --
       |tAcknowledgements --|tReferences 
520    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. The first book-length study exclusively dedicated 
       to the topic, it is an indispensable resource for game 
       scholars and game developers alike, while its reader-
       friendly style makes it readily accessible to the 
       interested layperson. 
546    In English. 
588 0  Online resource; title from digital title page (viewed on 
       January 24, 2020). 
590    eBooks on EBSCOhost|bEBSCO eBook Subscription Science 
       Reference Center Collection 
650  0 Space and time in mass media. 
650  0 Video games|xPsychological aspects. 
650  7 SOCIAL SCIENCE|xMedia Studies.|2bisacsh 
650  7 Space and time in mass media.|2fast|0(OCoLC)fst01127646 
650  7 Video games|xPsychological aspects.|2fast
       |0(OCoLC)fst01166438 
650  7 Raum|gMotiv.|2gnd 
650  7 Zeit|gMotiv.|2gnd 
650  7 Videospiel.|2gnd 
830  0 Bild und Bit ;|vBd. 9. 
830  0 Studies of digital media culture ;|vv. 9. 
914    on1121054581 
994    92|bSTJ 
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