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DEGRUYTEROA_on1121054581 |
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OCoLC |
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190925t20192019gw a obd z000 0 eng d |
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|a 3839447135
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|a 9783839447130
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|a 10.14361/9783839447130
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|b A48 2019
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|a 302.23
|2 23
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|a UAMI
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100 |
1 |
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|a Alvarez Igarzábal, Federico,
|e author.
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245 |
1 |
0 |
|a Time and space in video games :
|b a cognitive-formalist approach /
|c Federico Alvarez Igarzábal.
|
264 |
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1 |
|a Bielefeld :
|b Transcript,
|c [2019]
|
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|c ©2019
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300 |
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|a 1 online resource (232 pages) :
|b illustrations
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336 |
|
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|a text
|b txt
|2 rdacontent
|
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|a computer
|b c
|2 rdamedia
|
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|a online resource
|b cr
|2 rdacarrier
|
347 |
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|a text file
|
347 |
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|b PDF
|
490 |
1 |
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|a Studies of digital media culture ;
|v volume 9
|
500 |
|
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|a Originally presented as the author's thesis (doctoral)--University of Cologne.
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504 |
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|a Includes bibliographical references.
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505 |
0 |
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|t Frontmatter --
|t Contents --
|t Introduction --
|t Brain Time in Virtual Space --
|t The State Machine and the Present Moment --
|t Structuring Gametime --
|t Cause, Effect, and Player-Centric Time --
|t Iteration in Virtual Space --
|t Predictive Thinking in Virtual Worlds --
|t The Groundhog Day Effect --
|t The Hybrid Narrator --
|t Through the Temporal Landscape --
|t The Speed of Time --
|t Marshmallows and Bullets --
|t Chekhov's BFG --
|t Conclusion --
|t Acknowledgements --
|t References
|
520 |
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|a 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.
|
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0 |
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|a Online resource; title from PDF title page (De Gruyter, viewed August 10, 2020).
|
590 |
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|a De Gruyter Online
|b De Gruyter Open Access eBooks
|
590 |
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|a JSTOR
|b Books at JSTOR Open Access
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650 |
|
0 |
|a Space and time in mass media.
|
650 |
|
0 |
|a Video games
|x Psychological aspects.
|
650 |
|
0 |
|a Time perception.
|
650 |
|
6 |
|a Espace et temps dans les médias.
|
650 |
|
6 |
|a Jeux vidéo
|x Aspect psychologique.
|
650 |
|
6 |
|a Perception du temps.
|
650 |
|
7 |
|a SOCIAL SCIENCE
|x Media Studies.
|2 bisacsh
|
650 |
|
7 |
|a SOCIAL SCIENCE / Media Studies
|2 bisacsh
|
650 |
|
7 |
|a Time perception
|2 fast
|
650 |
|
7 |
|a Space and time in mass media
|2 fast
|
650 |
|
7 |
|a Video games
|x Psychological aspects
|2 fast
|
650 |
|
7 |
|a Raum
|g Motiv
|2 gnd
|
650 |
|
7 |
|a Zeit
|g Motiv
|2 gnd
|
650 |
|
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|a Videospiel
|2 gnd
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653 |
|
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|a Aesthetics.
|
653 |
|
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|a Cognitive Science.
|
653 |
|
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|a Computer Games.
|
653 |
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|a Digital Media.
|
653 |
|
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|a Games.
|
653 |
|
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|a Media Aesthetics.
|
653 |
|
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|a Media Studies.
|
653 |
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|a Media.
|
653 |
|
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|a Popular Culture.
|
653 |
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|a Sequencing.
|
653 |
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|a Space.
|
653 |
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|a Time Perception.
|
653 |
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|a Time.
|
653 |
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|a Video Games.
|
758 |
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|i has work:
|a Time and space in video games (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCGPMQvKMHmMVHv68q7g4YP
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Alvarez Igarzábal, Federico.
|t Time and space in video games.
|d Bielefeld : Transcript, [2019]
|z 9783837647136
|w (DLC) 2019459747
|w (OCoLC)1126283053
|
830 |
|
0 |
|a Studies of digital media culture ;
|v v. 9.
|
856 |
4 |
0 |
|u https://www.degruyter.com/openurl?genre=book&isbn=9783839447130
|z Texto completo
|
938 |
|
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|a De Gruyter
|b DEGR
|n 9783839447130
|
938 |
|
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|a ProQuest Ebook Central
|b EBLB
|n EBL5916958
|
938 |
|
|
|a EBSCOhost
|b EBSC
|n 2263638
|
994 |
|
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|a 92
|b IZTAP
|