Time and computer games or "no, that's not what happened"

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review


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.
Original languageEnglish
Title of host publicationIE 2006
Subtitle of host publicationthird Australasian Conference on Interactive Entertainment : Esplanade Hotel Fremantle Perth, Western Australia 4-6 December 2006
EditorsKevin K. W. Wong, Lance C. C. Fung, Peter Cole
Place of PublicationPerth, Western Australia
PublisherMurdoch University
Number of pages8
Publication statusPublished - 2006
EventAustralasian Conference on Interactive Entertainment (3rd : 2006) - Perth, W.A.
Duration: 4 Dec 20066 Dec 2006


ConferenceAustralasian Conference on Interactive Entertainment (3rd : 2006)
CityPerth, W.A.


  • computer games
  • player


Dive into the research topics of 'Time and computer games or "no, that's not what happened"'. Together they form a unique fingerprint.

Cite this