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Time and Space in Play

Saving and Pausing With the Nintendo DS

Bibliographic Data

ID2409470
AuthorsSamuel Tobin (0000-0002-7170-7607, New School, corresponding author)
Year2012
Volume7
Issue2
Pages127-141
Publication date2012-03-01
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412012440313
OpenAlexW1996119529
LanguageEN
Citations received2
References cited8

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 complicit in the ways in which the Nintendo DS is used and played. By engaging with non-diegetic aspects of the video game experience, such as saving and pausing, we can begin to address the materiality of handheld video gaming systems as objects with which we play with and rework time and space. In turn, mobile play itself is highly contingent and spatial-temporal practices take on special significance in this light

Aesthetics · Art · Human–computer interaction · Materiality (auditing · Mobile device · Mobile media · Multimedia · Popularity · Rework · Sociology · Video game · World Wide Web · Cinema and Media Studies · Computer Science · Digital Games and Media · Media, Gender, and Advertising · Psychology · Social Psychology

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    Maire Kurrik, Maire J Kurrik et al.•World Literature Today•1980

Citations per year0.25
Citation span2018 - 2018 (1)
Highly citedNo

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