Let’s Play Again. Film-like Temporalities in Video Games
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RIS BIB ENDNOTECzas grać jeszcze raz! O nowych parafilmowych strategiach temporalności gier wideo
Publication date: 2015
Wielogłos, 2015, Issue 3 (25) 2016: Poetyka i retoryka gier wideo, pp. 53-62
https://doi.org/10.4467/2084395XWI.15.020.4799Authors
Czas grać jeszcze raz! O nowych parafilmowych strategiach temporalności gier wideo
The author of the article discusses the problem of time and temporality in video games. Andrzej Pitrus compares recent games with cinema. The problem, raised earlier by other academics, needs revisions because of the new technologies, and new strategies in game design. Video games are getting closer to cinema, not only because of constant improvements of IT, but also because studios are looking for new audiences. Both AAA games and independent productions are discussed.
Aarseth, Esper, Aporia and Epiphany in Doom and The Speaking Clock. The Temporality of Ergodic Art [in:] Marie-Laure Ryan (ed.), Cyberspace Textuality: Computer Technology and Literary Theory, Bloomington: Indiana University Press 1999, 31–41.
Juul, Jesper, Time to Play – An Examination of Game Temporality [in:] Noah Wardrip-Fruin and Pat Harrigan (eds.), First Person: New Media as Story, Performance, and Game, Cambridge: MIT Press 2004.
Nitsche, Michael, Mapping Time in Video Games, Proceedings of DiGRA 2007 Conference, http://lmc.gatech.edu/~nitsche/download/Nitsche_DiGRA_07.pdf
Information: Wielogłos, 2015, Issue 3 (25) 2016: Poetyka i retoryka gier wideo, pp. 53-62
Article type: Original scientific article
Titles:
Czas grać jeszcze raz! O nowych parafilmowych strategiach temporalności gier wideo
Let’s Play Again. Film-like Temporalities in Video Games
Jagiellonian University in Kraków, Institute of Audiovisual Arts, Kraków
Poland
Published at: 2015
Article status: Open
Licence: None
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PolishView count: 2485
Number of downloads: 982