Subjective Temporalities at Play: Temporality, Subjectivity and Gaming Affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity
Abstract
Background. Despite the increasing attention given by scholars and designers to time as a game variable, an overlooked topic is subjective temporality in play. Aim. This article addresses the issue of subjective temporality in play, with a focus on gaming simulations. The purpose of this article is to shed light on how different ludic elements can influence players’ diachronic identities. Method. The related concepts of sameness and selfhood are applied in analyzing CITIES: SKYLINES, EUROPA UNIVERSALIS IV and PILLARS OF ETERNITY. A quantitative survey was distributed online among users of the three case studies (n:387 participants). Instrument items included playing habits, sameness and selfhood and the triggering gaming traits. Results. Specific categories of features are able to foster selfhood and sameness experiences with various outcomes in terms of the subjects’ satisfaction, interpretation and autonomy. Conclusions. Implications of the study are noteworthy for a) practitioners interested in deepening time routines in games through an audiences’ lens and b) researchers, who may take inspiration to stress and expand the topic with further focuses and research designs.
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The player's engagement with the world shapes Harry's narrative identity, especially in relation to his existential drama and suffering, as he must renegotiate his experience of selfhood and sameness.
“This engagement with the world shapes his narrative identity (Ricoeur 1992: 140) here, especially in relation to Harry's existential drama and suffering (cf.Vella 2015: 287-288) as he must renegotiate his experience of selfhood and sameness (cf.Gandolfi 2016: 724-726).”
From The Object Gives Rise to Thought: Hermeneutics of Objects in <i>Disco Elysium</i> (2021) · cites this paper as Gandolfi 2016: 724-726
By using this procedure, ZA/UM grounds the world's temporality in the phenomenology of detective narration, strengthening the player's orientation on meaningful choices and idem-oriented, self-reflexive agency.
“By using this procedure ZA/UM grounds the world's temporality in the phenomenology of detective narration, strengthening the player's orientation on meaningful choices and idem-oriented, self-reflexive agency (Gandolfi 2016: 741, 744).”
From The Object Gives Rise to Thought: Hermeneutics of Objects in <i>Disco Elysium</i> (2021) · cites this paper as Gandolfi 2016: 741, 744
Cited by
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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
- Gandolfi, E.
- Affiliations
- Kent State University (US)
- Corresponding author
- Gandolfi, Enrico
- ORCID
- Gandolfi, Enrico
- Venue
- Simulation & Gaming
- Publisher
- SAGE Publications
- Published
- 2016-10-04
- Volume
- 47
- Issue
- 6
- Pages
- 720-750
- ISSN
- 1046-8781 (ISSN-L)
- 1552-826X
- OpenAlex
- W2529324281
- Cited by
- 6
- References
- 0
- Citations by year
- 2024: 2 · 2023: 1 · 2021: 1 · 2020: 1 · 2016: 1
- FWCI
- 0.95
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Simulation & Gaming (publishedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Funders
- Kent State University
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Keywords
- subjective time, simulation games, diachronic identity, sameness, selfhood, player satisfaction, player autonomy, player interpretation, Cities: Skylines, ludic elements
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