About The Project:
This interactive map was designed to offer a more accessible way to find and engage with the interdisciplinary literature on time in digital games. This map currently brings together 22 temporal constructs (named, reusable conceptual tools – typologies, frameworks, categories, etc.) published between 2003 and 2025 and plots them comparatively across two axes.
- Temporal Control – where a construct locates the primary source of temporal organisation. Ranging from player-controlled through player-leaning and system-leaning to system-controlled time.
- Temporal Scale – the span of play a construct is designed to describe. Distinguishing constructs that conceptualise time at four levels: moment, session, persistent play, and lifestyle play.
I hope this charting helps readers to see overlaps, gaps, and tensions across game studies, HCI, and related fields without flattening disciplinary differences. The project is intended as an evolving resource that can continue to grow through critique and future additions, making interdisciplinary work on time easier to approach.
This research was first published in the Proceedings of DiGRA 2026.
The map currently includes 22 temporal constructs, listed in the reference table below.
AI Disclosure: ChatGPT was used to support the coding of this interactive research tool. No author data, paper data, or source texts were provided to the model.
| YEAR | AUTHOR(S) | CONSTRUCT | DESCRIPTION |
| 2003 | Aarseth, Smedstad & Sunnanå; Elverdam & Aarseth | Typology of Games | Treats time as one design dimension among many, distinguishing external vs internal time and parameters like pace, synchronicity, mutability and savability rather than a simple real-time/turn-based split. Note: First addressed in 2003 and later refined in 2007. |
| 2004 | Juul | Game Time Duality | Separates real-world play time from fictional game time and examines how games map, accelerate, decouple or fragment the relationship between the two, including dead time and flow. Note: First outlined in “Introduction to Game Time” (2004), expanded in Half-Real (2005). |
| 2005 | Björk & Holopainen | Game Design Patterns | Defines temporal components – actions, events, closures, end conditions and evaluation functions – that structure how state changes become meaningful progress and outcomes in games. |
| 2006 | Hitchens; Tychsen & Hitchens | Layered Model of Game Time | Introduces four linked time views – playing, engine, progress and world time – to separate real-world duration, system operation, player advancement and fictional chronology, and later extends these into a seven-layer model adding server, story and perceived time for analysing persistence, branching and subjective temporality in multiplayer and RPG play. Note: Developed further in 2007 and 2009. |
| 2007 | Zagal & Mateas | Temporal Frames | Introduces four coexisting temporal frames – real-world, gameworld, coordination and fictive time – plus characteristic anomalies, to analyse how different kinds of time interact in play. Note: Groundwork appears in 2005, then expanded across 2007, 2010, and 2015. |
| 2008 | Benford & Giannachi | Temporal Trajectories | Maps story time onto clock time through three trajectory types – canonical, participant and historic – to describe scheduling, re-engagement and replay in shared interactive narratives. |
| 2009 | Montola, Stenros & Waern | Temporal Expansion | Defines temporal expansion as games becoming always-available and hard to “turn off,” and classifies play modes and styles (dormant, ambient, asynchronous, persistent) that appropriate everyday time. |
| 2010 | Wei, Bizzocchi & Calvert | Narrative Pacing in Gameplay | Reimports narratology to games by relating story time to operational time through order, narrative speed (ellipsis, summary, scene, stretch, pause), frequency and polychrony. |
| 2010 | Ma & Bassi | Narrative Time in Video Games | Adapts tense/aspect theory to games via an “eternal progressive” present and five pace patterns (ellipsis, speed-up, isochrony, slow-down, quit) that distinguish persistent vs session-bound worlds. |
| 2013 | Lundgren | Temporal Themes | Offers seven temporal themes – live time, real time, unbroken flow, sequential, disordered, juxtaposed and branched versions – as a design vocabulary for how interactive systems organise event sequences. |
| 2013 | Deterding | Modes of Leisurely Video Gaming | Identifies five modes of leisurely gaming – relaxing, socialising, engrossing, hardcore, competitive – each with characteristic session length, interruptibility and fit with everyday schedules. |
| 2014 | Carter, Nansen & Gibbs | Game Engagement Modalities | Classifies games by their attention rhythms (pausable, intermittent, slow, timed, passive, etc.) to show which titles pair well in multi-gaming, multi-screen domestic settings. |
| 2015 | Anyó | Participation Time | Reworks discourse time as participation time – the rule-given but player-controlled time of interaction – to explain loops, retries and fuzzy temporality in game narratives. |
| 2017 | Goldstein & Khan | Taxonomy of Event Time | Standardises technical talk about time by classifying logical, simulation and wallclock time – and their scalar, vector and matrix forms – for designing and reasoning event ordering in digital systems. |
| 2018 | Hanson | Recursive Temporalities | Distils a distinct temporal mode where replay, looping and time manipulation become core mechanics that restructure player memory, learning and narrative experience. |
| 2018 | Scully-Blaker | Stasis & Stillness | Differentiates stasis (mechanically produced inaction) from stillness (player-chosen lingering), plus designed vs player-injected forms, to analyse how games structure meaningful pauses. |
| 2019 | Alvarez Igarzábal | Time and Space Typology | Presents a three-part toolkit – Change of State, Space-Time and Conditions – detailing how events, spatial layout and constraints (e.g. timers, turns, objectives) together structure gametime. |
| 2020 | Jayemanne | Chronotypology | Offers a comparative vocabulary of diachrony, synchrony and unstable signifiers, plus staged play relations, to describe how games weave and reconfigure multiple temporal schemes over play. |
| 2020 | Yıldız & Coşkun | HCI Time Perceptions | Curates five emerging time perceptions – right, collective, plastic, clock and digital time – as design materials for rethinking how interactive systems represent and structure everyday temporality. |
| 2022 | Rapp | MMO Game Temporalities | Links game temporalities (linear, circular, shared) to temporal experiences (progression, repetition, assimilation) and engagement forms (desiring, mechanic, social) to explain long-term MMO retention. |
| 2024 | Byers, Gibbs & Nansen | Holistic Typology | Proposes three interconnected frames – Game Time, Play Time and Affected Time – to link internal temporal design, patterns of play, and how games intersect with broader lifeworld schedules and inequalities. |
| 2025 | Gopinath & Holopainen | Timeplay | Introduces Timeplay as a typology of temporal agency, distinguishing adaptive, strategic, ethical and reflective ways that players manipulate and reason about time through game mechanics and stories. |
Please use the form below to suggest additional temporal constructs, or to share questions or feedback.