Time in Video Games: A Survey and Analysis
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.
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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
Cited by
Sorted by citations
Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
The Object Gives Rise to Thought: Hermeneutics of Objects in <i>Disco Elysium</i>
Kłosiński, M. (2021) · Baltic Screen Media Review · doi:10.2478/bsmr-2021-0006 · Cited by 2 · see citing works
- 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
- Publisher
- SAGE Publications
- 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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