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It's Game Time

Speed, Acceleration, and The Digital Sports Game

Dados Bibliográficos

ID3945282
AutoresAndrew Baerg (0000-0002-8292-8923, Texas A&M University-Victoria, autor correspondente)
Ano2017
Volume25
Data de publicação2017-01-01
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoTemporalités (JOURNAL)
Identificadores do periódicoISSN: 1777-9006 • E-ISSN: 2102-5878
EditoraOpenEdition (PUBLISHER)
DOI10.4000/temporalites.3655
OpenAlexW2757163374
IdiomaEN
Citações recebidas1
Referências citadas12

This essay takes up the relationship between sport and time through the lens of the digital sports game. As the digital sports game industry has aspired to develop increasingly accurate simulations of professional sport, it has confronted the temporality regimes inherent in real world sport in a variety of different ways. As much as the digital sports game continues to simulate the digital athlete's relation to time within individual contests with an increasing fidelity, the genre's relationship to time has also been extended to simulating the athlete's virtual career. The essay considers the time-sport relation through a ludological analysis of two recent digital sports games: the American football simulation, Madden NFL'17 and the baseball simulation, MLB The Show'16. As different as these sports might be in their construction of time, these sports games share similarities with respect to their treatment of time for the digital athlete and for the player's time.Drawing on social theorist, John Tomlinson, and his notion of "the culture of speed" and its preoccupation with immediacy, the essay takes up ways in which these games position players with respect to accelerated time and considers the potential consequences of this acceleration for how time is perceived and experienced in the consumption of other forms of mediated sport

Acceleration · Classical mechanics · Game mechanics · Multimedia · Physics · Simulation · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Educational Games and Gamification

  • Fast-track fisticuffs? An ethnographic exploration of time and white-collar boxing

    Open Access•Edward J Wright•International Review for the…•2020

  • Suspensions of Perception

    Jonathan Crary•Suspensions of Perception•1999

  • The Sound Studies Reader

    Jonathan Sterne•Sound Studies Reader•2012

  • Television

    Raymond Williams•Television•2004

  • Sporting Times

    Open Access•Kerry Woodward, Kath Woodward et al.•Sporting times•2013

  • The Culture of Speed

    John Tomlinson•The Culture of Speed•2007

  • The Pleasures and Dangers of the Game

    Open Access•Tanya Krzywinska•Games and Culture•2006

Obras citantes distintas1
Citações por ano0,17
Intervalo de citações2020 - 2020 (1)
Velocidade de citaçãohistorical
Altamente citadoNão
Tipos de citaçãoNeutras: 1
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