Temporalities in Digital Games - A Brief Archaeology
The purpose of this article is to analyze the relationship between digital games and temporality based on the relationship between the technological elements that establish the relationship between player and game. From an arbitrarily established chronology, it is proposed to associate three generat...
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ScholarWorks @ UMass Amherst
2019
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oai:doaj.org-article:f5ff046d73994245bb098a414731c6752021-11-17T15:34:44ZTemporalities in Digital Games - A Brief Archaeology10.7275/2pws-yf712380-6109https://doaj.org/article/f5ff046d73994245bb098a414731c6752019-03-01T00:00:00Zhttps://scholarworks.umass.edu/cpo/vol7/iss2/7/https://doaj.org/toc/2380-6109The purpose of this article is to analyze the relationship between digital games and temporality based on the relationship between the technological elements that establish the relationship between player and game. From an arbitrarily established chronology, it is proposed to associate three generations of digital games, each with its respective way of dealing with the value produced by the player, namely: expenditure (arcade), investment (console and PC) and capturemobile games). For this, the analysis of the mobile version of the SimCity franchise is made, comparing some of its features with its PC version.Ednei de Genaro EDGustavo H. S. DenaniScholarWorks @ UMass AmherstarticleLanguage and LiteraturePCommunication. Mass mediaP87-96ENcommunication +1, Vol 7, Iss 2 (2019) |
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Language and Literature P Communication. Mass media P87-96 |
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Language and Literature P Communication. Mass media P87-96 Ednei de Genaro ED Gustavo H. S. Denani Temporalities in Digital Games - A Brief Archaeology |
description |
The purpose of this article is to analyze the relationship between digital games and temporality based on the relationship between the technological elements that establish the relationship between player and game. From an arbitrarily established chronology, it is proposed to associate three generations of digital games, each with its respective way of dealing with the value produced by the player, namely: expenditure (arcade), investment (console and PC) and capturemobile games). For this, the analysis of the mobile version of the SimCity franchise is made, comparing some of its features with its PC version. |
format |
article |
author |
Ednei de Genaro ED Gustavo H. S. Denani |
author_facet |
Ednei de Genaro ED Gustavo H. S. Denani |
author_sort |
Ednei de Genaro ED |
title |
Temporalities in Digital Games - A Brief Archaeology |
title_short |
Temporalities in Digital Games - A Brief Archaeology |
title_full |
Temporalities in Digital Games - A Brief Archaeology |
title_fullStr |
Temporalities in Digital Games - A Brief Archaeology |
title_full_unstemmed |
Temporalities in Digital Games - A Brief Archaeology |
title_sort |
temporalities in digital games - a brief archaeology |
publisher |
ScholarWorks @ UMass Amherst |
publishDate |
2019 |
url |
https://doaj.org/article/f5ff046d73994245bb098a414731c675 |
work_keys_str_mv |
AT edneidegenaroed temporalitiesindigitalgamesabriefarchaeology AT gustavohsdenani temporalitiesindigitalgamesabriefarchaeology |
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1718425455666659328 |