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Federico Alvarez Igarzábal

Datos Biográficos

ID1762697
NOMBREFederico Alvarez Igarzábal
NOMBRESFederico Alvarez
APELLIDOIgarzábal
FIRMAIGARZÁBAL F A
AFILIACIONESInstitute for Frontier Areas of Psychology and Mental Health
ORCID0000-0002-1335-5340
VERIFICADOSí
TOTAL DE OBRAS12
TOTAL DE CITAS1
TOTAL COMO AUTOR12
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2019
AÑO MÁS RECIENTE DE PUBLICACIÓN2022
ÍNDICE H1
  • The Blursday database as a resource to study subjective temporalities during Covid-19

    Open Access•Maximilien Chaumon, Pier-Alexandre Rioux et al.•ARTICLE•Nature Human Behaviour•2022•Citada por: 1•Referencias: 111

    The COVID-19 pandemic and associated lockdowns triggered worldwide changes in the daily routines of human experience. The Blursday database provides repeated measures of subjective time and related processes from participants in nine countries tested on 14 questionnaires and 15 behavioural tasks during the COVID-19 pandemic. A total of 2,840 participants completed at least one task, and 439 participants completed all tasks in the first session. T…

  • Time and Space in Video Games

    Open Access•Federico Alvarez Igarzábal•BOOK•Time and Space in Video Games•2020

    Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medi…

  • Predictive Thinking in Virtual Worlds

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Hybrid Narrator

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Structuring Gametime

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Marshmallows and Bullets

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Groundhog Day Effect

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The State Machine and the Present Moment

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Cause, Effect, and Player-Centric Time

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Speed of Time

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Conclusion

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Chekhov's BFG

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Blursday database as a resource to study subjective temporalities during Covid-19

    Open Access•Maximilien Chaumon, Pier-Alexandre Rioux et al.•ARTICLE•Nature Human Behaviour•2022•Citada por: 1•Referencias: 111

    The COVID-19 pandemic and associated lockdowns triggered worldwide changes in the daily routines of human experience. The Blursday database provides repeated measures of subjective time and related processes from participants in nine countries tested on 14 questionnaires and 15 behavioural tasks during the COVID-19 pandemic. A total of 2,840 participants completed at least one task, and 439 participants completed all tasks in the first session. T…

  • Predictive Thinking in Virtual Worlds

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Hybrid Narrator

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Structuring Gametime

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Marshmallows and Bullets

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Groundhog Day Effect

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The State Machine and the Present Moment

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Cause, Effect, and Player-Centric Time

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • The Speed of Time

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Conclusion

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Chekhov's BFG

    Open Access•Federico Alvarez Igarzábal•CHAPTER•Time and Space in Video Games•2019

  • Time and Space in Video Games

    Open Access•Federico Alvarez Igarzábal•BOOK•Time and Space in Video Games•2020

    Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medi…

  • The Blursday database as a resource to study subjective temporalities during Covid-19

    Open Access•Maximilien Chaumon, Pier-Alexandre Rioux et al.•ARTICLE•Nature Human Behaviour•2022•Citada por: 1•Referencias: 111

    The COVID-19 pandemic and associated lockdowns triggered worldwide changes in the daily routines of human experience. The Blursday database provides repeated measures of subjective time and related processes from participants in nine countries tested on 14 questionnaires and 15 behavioural tasks during the COVID-19 pandemic. A total of 2,840 participants completed at least one task, and 439 participants completed all tasks in the first session. T…

Computer Science (8 obras) · Psychology (4 obras) · Art (2 obras) · Cybernetics and Technology in Society (2 obras) · Digital Games and Media (2 obras) · History (2 obras) · Human–computer interaction (2 obras) · Perception (2 obras) · Algorithm (1 obras) · Animal Ecology and Behavior Studies (1 obras)

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