This article introduces the notion of temporal frames as a tool for the formal analysis of the temporality of games. A temporal frame is a set of events, along with the temporality induced by the relationships between those events. We discuss four common temporal frames: real-world time (events taking place in the physical world), gameworld time (events within the represented gameworld, including events associated with gameplay actions), coordination time (events that coordinate the actions of players and agents), and fictive time (applying socio-cultural labels to events, as well as narrated event sequences). We use frames to analyze the real-time/turn-based distinction as well as various temporal anomalies. These discussions illustrate how temporal frames are useful for gaining a more nuanced understanding of temporal phenomena in games.
['José Pablo Zagal', 'Michael Mateas']
Temporal Frames: A Unifying Framework for the Analysis of Game Temporality