· 2018
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls "game time." Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. When compared to analog tabletop games, sports, film, television, and other forms of media, Hanson demonstrates that the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time Featuring comparative analysis of key video games titles—including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.
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· 2016
Sazzagoose is a juvenile fiction story based on a silly and interesting goose named Sazzagoose. What is a Sazzagoose? You'll see. Through travels and playful examinations, Sazzagoose is sure to make your day an interesting and magnificent adventure! Enjoy!
· 2017
Greetings, Gilbie is the glad goat with glasses. And the following is his story. Gilbie and friends love adventures and are intrigued by the sky. Gilbie searches the night sky and eventually finds a place of interest in the clouds. Together with help from his pals, Gilbie creates a contraption to fly to sky in hopes of exploring and finding goodies. Written In English and Spanish(Espanol) Gilbie, The Glad Goat With Glasses is primarily a juvenile fiction story for children circa ages 2-7 years. With sincere hopes that you enjoy this pleasant and fun story- thank you for reading, and cheers to your imagination. Best Wishes, from Gilbie and his pals.
· 2018
A collection of poetic verse from interesting writer/artist/musician, Christopher Kenneth Hanson. This is number 3 in terms of number of poetry collections produced so far by Christopher.
Preserving, pausing, slowing, rewinding, replaying, reactivating, reanimating. . . . Has the ability to manipulate video game timelines altered our cultural conceptions of time? Video game scholar Christopher Hanson argues that the mechanics of time in digital games have presented a new model for understanding time in contemporary culture, a concept he calls game time. Multivalent in nature, game time is characterized by apparent malleability, navigability, and possibility while simultaneously being highly restrictive and requiring replay and repetition. Hanson demonstrates that compared to analog tabletop games, sports, film, television, and other forms of media, the temporal structures of digital games provide unique opportunities to engage players with liveness, causality, potentiality, and lived experience that create new ways of experiencing time. Featuring comparative analysis of key video games titles including Braid, Quantum Break, Battle of the Bulge, Prince of Persia: The Sands of Time, Passage, The Legend of Zelda: The Ocarina of Time, Lifeline, and A Dark Room.