Narrative time in video games and films: from loop to travel in time

Within the broad framework of audiovisual theories, this paper deals with the analysis of narrative time in video games. Starting with the concept of participation time, which is taken from the interactive media, the now classic concepts of the narratology of flm studies are applied to clarify the m...

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Detalles Bibliográficos
Autor: Anyó, Lluís
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2015
País:España
Institución:Universitat Ramon Llull (URL)
Repositorio:DAU Arxiu Digital de la Universitat Ramon Llull
OAI Identifier:oai:dau.url.edu:20.500.14342/603
Acceso en línea:http://hdl.handle.net/20.500.14342/603
Access Level:acceso abierto
Palabra clave:Videojocs
Cinema
Comunicació audiovisual
68
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spelling Narrative time in video games and films: from loop to travel in timeAnyó, LluísVideojocsCinemaComunicació audiovisual68Within the broad framework of audiovisual theories, this paper deals with the analysis of narrative time in video games. Starting with the concept of participation time, which is taken from the interactive media, the now classic concepts of the narratology of flm studies are applied to clarify the main mutual infuences between the two media in relation to narrative time. Unlike the cinema, the narrative character of video games is not always clear. Generally, video games are always games and ofen also stories. Certainly, the playable character of these stories confers on them a few specifc characteristics that need to be explored. Two aspects of narrative time are relevant here. Firstly, the loop as an elementary control structure of computer programming and as a characteristic narrative form of time structure in video games, and secondly, the paradox of travel in time in the discrepancy between the time order at the level of the story and at the level of the narrative.Ass.ne Culturale LudicaUniversitat Ramon Llull. Facultat de Comunicació i Relacions Internacionals Blanquerna20222023202220232015info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersion12 p.application/pdfhttp://hdl.handle.net/20.500.14342/603RECERCAT (Dipòsit de la Recerca de Catalunya)reponame:DAU Arxiu Digital de la Universitat Ramon Llullinstname:Universitat Ramon Llull (URL)InglésGame. The Italian Journal of Game Studies, núm. 4, 2015Attribution-NonCommercial 4.0 International© L'autor/ahttp://creativecommons.org/licenses/by-nc/4.0/info:eu-repo/semantics/openAccessoai:dau.url.edu:20.500.14342/6032026-06-21T06:40:37Z
dc.title.none.fl_str_mv Narrative time in video games and films: from loop to travel in time
title Narrative time in video games and films: from loop to travel in time
spellingShingle Narrative time in video games and films: from loop to travel in time
Anyó, Lluís
Videojocs
Cinema
Comunicació audiovisual
68
title_short Narrative time in video games and films: from loop to travel in time
title_full Narrative time in video games and films: from loop to travel in time
title_fullStr Narrative time in video games and films: from loop to travel in time
title_full_unstemmed Narrative time in video games and films: from loop to travel in time
title_sort Narrative time in video games and films: from loop to travel in time
dc.creator.none.fl_str_mv Anyó, Lluís
author Anyó, Lluís
author_facet Anyó, Lluís
author_role author
dc.contributor.none.fl_str_mv Universitat Ramon Llull. Facultat de Comunicació i Relacions Internacionals Blanquerna
dc.subject.none.fl_str_mv Videojocs
Cinema
Comunicació audiovisual
68
topic Videojocs
Cinema
Comunicació audiovisual
68
description Within the broad framework of audiovisual theories, this paper deals with the analysis of narrative time in video games. Starting with the concept of participation time, which is taken from the interactive media, the now classic concepts of the narratology of flm studies are applied to clarify the main mutual infuences between the two media in relation to narrative time. Unlike the cinema, the narrative character of video games is not always clear. Generally, video games are always games and ofen also stories. Certainly, the playable character of these stories confers on them a few specifc characteristics that need to be explored. Two aspects of narrative time are relevant here. Firstly, the loop as an elementary control structure of computer programming and as a characteristic narrative form of time structure in video games, and secondly, the paradox of travel in time in the discrepancy between the time order at the level of the story and at the level of the narrative.
publishDate 2015
dc.date.none.fl_str_mv 2015
2022
2022
2023
2023
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv http://hdl.handle.net/20.500.14342/603
url http://hdl.handle.net/20.500.14342/603
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Game. The Italian Journal of Game Studies, núm. 4, 2015
dc.rights.none.fl_str_mv Attribution-NonCommercial 4.0 International
© L'autor/a
http://creativecommons.org/licenses/by-nc/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial 4.0 International
© L'autor/a
http://creativecommons.org/licenses/by-nc/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 12 p.
application/pdf
dc.publisher.none.fl_str_mv Ass.ne Culturale Ludica
publisher.none.fl_str_mv Ass.ne Culturale Ludica
dc.source.none.fl_str_mv RECERCAT (Dipòsit de la Recerca de Catalunya)
reponame:DAU Arxiu Digital de la Universitat Ramon Llull
instname:Universitat Ramon Llull (URL)
instname_str Universitat Ramon Llull (URL)
reponame_str DAU Arxiu Digital de la Universitat Ramon Llull
collection DAU Arxiu Digital de la Universitat Ramon Llull
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