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Time and computer games or "no, that's not what happened"

Published: 04 December 2006 Publication History

Abstract

Time in computer games is not singular. Time in the game world may progress at a different rate to the real world time of the player. Game time may be non-linear, as previous saved games or checkpoints are reloaded. This paper presents a model aimed at understanding time in relation to the play of computer games. Various ways of looking at time in computer games are presented, including from the point of view of the player, game progress and chronological game world time. Both linear and non-linear representations of time are included in the model, as is the mapping between the views.

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Cited By

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  • (2010)Time and space in digital game storytellingInternational Journal of Computer Games Technology10.1155/2010/8972172010(1-23)Online publication date: 1-Jan-2010

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Published In

cover image ACM Other conferences
IE '06: Proceedings of the 3rd Australasian conference on Interactive entertainment
December 2006
125 pages
ISBN:869059025

Sponsors

  • IEEE Western Australia Section
  • ACM Computers in Entertainment

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Murdoch University

Murdoch, Australia

Publication History

Published: 04 December 2006

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Author Tags

  1. computer games
  2. player
  3. time

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CGIE06
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IE '06 Paper Acceptance Rate 17 of 55 submissions, 31%;
Overall Acceptance Rate 64 of 148 submissions, 43%

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  • (2010)Time and space in digital game storytellingInternational Journal of Computer Games Technology10.1155/2010/8972172010(1-23)Online publication date: 1-Jan-2010

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