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Five Words are printed on p.11 and five Definitions are printed on p.338. On p.167 the five words are Anagrammed into a two word phrase that fit each of the five definitions. The Context is 380 pages (intentionally left blank).
Paperback

Five Words are printed on p.11 and five Definitions are printed on p.338. On p.167 the five words are Anagrammed into a two word phrase that fit each of the five definitions. The Context is 380 pages (intentionally left blank).

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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.

Time in games works differently than in narratives. The relation between the reader/viewer and the story world is different than the relation between the player and the game world. "This duality not only renders possible all the temporal distortions that are commonplace in narratives (three years of the hero's life summed up in two sentences of a novel or in a few shots of a "frequentative" montage in film, etc.) More basically, it invites us to consider that one of the functions of narrative is to invent one time scheme in terms of another time scheme" (Christian Metz). The difference between the now in narratives and the now in games is that first now concerns the situation where the reader's effort in interpreting obscures the story - the text becomes all discourse, and consequently the temporal tensions ease. The now of the game means that story time converge with playing time, without the story/game world disappearing.

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MORE INFO
Format
Paperback
Publisher
Lulu.com
Country
United States
Date
8 February 2015
Pages
390
ISBN
9781312903401

This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.

Time in games works differently than in narratives. The relation between the reader/viewer and the story world is different than the relation between the player and the game world. "This duality not only renders possible all the temporal distortions that are commonplace in narratives (three years of the hero's life summed up in two sentences of a novel or in a few shots of a "frequentative" montage in film, etc.) More basically, it invites us to consider that one of the functions of narrative is to invent one time scheme in terms of another time scheme" (Christian Metz). The difference between the now in narratives and the now in games is that first now concerns the situation where the reader's effort in interpreting obscures the story - the text becomes all discourse, and consequently the temporal tensions ease. The now of the game means that story time converge with playing time, without the story/game world disappearing.

Read More
Format
Paperback
Publisher
Lulu.com
Country
United States
Date
8 February 2015
Pages
390
ISBN
9781312903401