2012
DOI: 10.1177/1555412012440313
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Time and Space in Play

Abstract: The Nintendo DS has been, given its huge popularity, relatively understudied. This article is a small step toward correcting that and, in doing so, contributes to game studies in general. Using Goffman's and Benjamin's theories of play and Innis's analysis of media, this article explores the nature of play on a handheld videogame system as an illuminating case of the tension between time-based storage media and space-based transmission media. Storage, transmission, space, and time are intertwined and made comp… Show more

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Cited by 9 publications
(1 citation statement)
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“…As mentioned, the question of space in digital games has been investigated by several scholars; however, it often deals with how the physical space is represented as a frame of reference in digital games, focusing on how digital games warp our concepts of space and time for the sake of gameplay, and what techniques are employed to create a readable, functional space on a bidimensional screen (Wolf 2001;Adams 2003;Murray [1997Murray [ ] 2016. Other studies similarly bear on how players understand the virtual game space, how the space of the game is "translated" from the virtual game world to the symbols players see on screen and how they interact with them (Pearce 2008;Tobin 2012). In all cases, the term "space" is intended rather broadly, in both a physical and symbolic sense.…”
Section: Introductionmentioning
confidence: 99%
“…As mentioned, the question of space in digital games has been investigated by several scholars; however, it often deals with how the physical space is represented as a frame of reference in digital games, focusing on how digital games warp our concepts of space and time for the sake of gameplay, and what techniques are employed to create a readable, functional space on a bidimensional screen (Wolf 2001;Adams 2003;Murray [1997Murray [ ] 2016. Other studies similarly bear on how players understand the virtual game space, how the space of the game is "translated" from the virtual game world to the symbols players see on screen and how they interact with them (Pearce 2008;Tobin 2012). In all cases, the term "space" is intended rather broadly, in both a physical and symbolic sense.…”
Section: Introductionmentioning
confidence: 99%