Time and Space in Play
Saving and Pausing With the Nintendo DS
Bibliographic Data
| ID | 2409470 |
|---|---|
| Authors | Samuel Tobin (0000-0002-7170-7607, New School, corresponding author) |
| Year | 2012 |
| Volume | 7 |
| Issue | 2 |
| Pages | 127-141 |
| Publication date | 2012-03-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412012440313 |
| OpenAlex | W1996119529 |
| Language | EN |
| Citations received | 2 |
| References cited | 8 |
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
| Citations per year | 0.25 |
|---|---|
| Citation span | 2018 - 2018 (1) |
| Highly cited | No |