Cited by 70Digital Games and MediaNarrative Theory and AnalysisArtificial Intelligence in Games

Time in Video Games: A Survey and Analysis

Zagal, José P., Mateas, Michael·2010·Simulation & Gaming

Abstract

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.

Integrity signals

Registry

Crossref · 10.1177/1046878110375594

Cites

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Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • The investigation turns into a race against time, as searching for clues, interviewing witnesses, constructing hypotheses, and reflecting on the shape of the world all drain the available story time buffer.

    “Therefore, the investigation turns into a race against time, as searching for clues, interviewing witnesses, constructing hypotheses, and reflecting on the shape of the world, all of which inevitably drains the available story time buffer (Zagal, Mateas 2010: 7-8).”

    From The Object Gives Rise to Thought: Hermeneutics of Objects in <i>Disco Elysium</i> (2021) · cites this paper as Zagal, Mateas 2010

  • ZA/UM used a narrative technique which binds the story time to events, thereby limiting the feeling that the storyworld is live.

    “ZA/UM studio used a narrative technique which binds the story time to events (Egenfeldt-Nielsen et al. 2008: 120-122), thereby limiting the feeling that the storyworld is”

    From The Object Gives Rise to Thought: Hermeneutics of Objects in <i>Disco Elysium</i> (2021) · cites this paper as Zagal, Mateas 2010

  • The temporal framework of events in Disco Elysium does not overlap with the simple exploration of game world in the form of walking or running.

    “The temporal framework of events does not overlap with the simple exploration of game world in the form of walking or running (Zagal, Mateas 2010: 5-6).”

    From The Object Gives Rise to Thought: Hermeneutics of Objects in <i>Disco Elysium</i> (2021) · cites this paper as Zagal, Mateas 2010

Authors
Zagal, J. P., & Mateas, M.
Affiliations
  • DePaul University (US)
  • University of California, Santa Cruz (US)
Corresponding author
  • Zagal, José P.
  • Mateas, Michael
Venue
Simulation & Gaming
Published
2010-08-05
Volume
41
Issue
6
Pages
844-868
ISSN
  • 1046-8781 (ISSN-L)
  • 1552-826X
OpenAlex
W2120419292
Cited by
70
References
0
Citations by year
2026: 5 · 2025: 10 · 2024: 3 · 2023: 8 · 2022: 8 · 2021: 10 · 2020: 6 · 2019: 4 · 2018: 2 · 2017: 3 · 2016: 1 · 2015: 4 · 2014: 1 · 2013: 3
FWCI
5.18
Type
journal article
Language
en
Open access
closed
Locations
  • Simulation & Gaming (publishedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
Funders
Georgia Institute of Technology
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
temporal frames, temporal anomalies, game design

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