Cybertext: perspectives on ergodic literature
Cybertext: perspectives on ergodic literature
Time, clocks, and the ordering of events in a distributed system
Communications of the ACM
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Time in Video Games: A Survey and Analysis
Simulation and Gaming
Time and space in digital game storytelling
International Journal of Computer Games Technology
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Time in computer games is not singular. Time in the game world may progress at a different rate to the real world time of the player. Game time may be non-linear, as previous saved games or checkpoints are reloaded. This paper presents a model aimed at understanding time in relation to the play of computer games. Various ways of looking at time in computer games are presented, including from the point of view of the player, game progress and chronological game world time. Both linear and non-linear representations of time are included in the model, as is the mapping between the views.