CHRONOFICTION NARRATIVE OF THE T.I.M.E STORIES BOARD GAME AS A LITERARY EXPERIMENT

This article explores the chronofiction narrative of the board game T.I.M.E Stories as a form of literary and philosophical experiment. The game uses temporal constructions and mechanics of replayability to model a non-linear perception of time and problematize the boundaries between subjective memory, history, and reality. Unlike in traditional science fiction, where time travel primarily serves as a plot device, in T.I.M.E Stories time becomes a key structural element, affecting not only the narrative but also the very process of the player’s interaction with the game world and their interpretive strategies.The article examines T.I.M.E Stories through the lens of the philosophy of time and narrative theory, revealing how game structures imitate, challenge, and reshape traditional ways of constructing reality. It argues that the game presents time as a hybrid entity: mechanical (regulated by Time Units that measure in-game actions), experiential (shaped by the players’ decisions, memory, and strategizing), and mythological (depicted in the game lore as a symbolic and chaotic force that transcends rational comprehension).The study focuses on how speculative fiction, cognitive engagement, and philosophical reflection converge in the game’s design. It considers how board game mechanics and multi-layered narratives expand the discourse of chronofiction, introducing novel temporal logics and participatory storytelling.Rather than presenting time as a fixed continuum or a controllable tool, T.I.M.E Stories encourages players to explore temporal uncertainty and contradiction.Ultimately, the article proposes that games like T.I.M.E Stories represent a new form of narrative where time functions not only as a plot axis but also as a mechanism of interaction, meaning-making, and reality modeling.

Authors

Publication Details

Journal
Мова Література Фольклор
Published
2025-01-01
DOI
https://doi.org/10.26661/2414-9594-2025-1-10
Primary Topic
Comics and Graphic Narratives
Type
article
Field-Weighted Citation Impact
0.00
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article

CHRONOFICTION NARRATIVE OF THE T.I.M.E STORIES BOARD GAME AS A LITERARY EXPERIMENT

Mariia Iliuchenko
Мова Література Фольклор
Comics and Graphic Narratives
article

CHRONOFICTION NARRATIVE OF THE T.I.M.E STORIES BOARD GAME AS A LITERARY EXPERIMENT

Mariia Iliuchenko
article en

Abstract

This article explores the chronofiction narrative of the board game T.I.M.E Stories as a form of literary and philosophical experiment. The game uses temporal constructions and mechanics of replayability to model a non-linear perception of time and problematize the boundaries between subjective memory, history, and reality. Unlike in traditional science fiction, where time travel primarily serves as a plot device, in T.I.M.E Stories time becomes a key structural element, affecting not only the narrative but also the very process of the player’s interaction with the game world and their interpretive strategies.The article examines T.I.M.E Stories through the lens of the philosophy of time and narrative theory, revealing how game structures imitate, challenge, and reshape traditional ways of constructing reality. It argues that the game presents time as a hybrid entity: mechanical (regulated by Time Units that measure in-game actions), experiential (shaped by the players’ decisions, memory, and strategizing), and mythological (depicted in the game lore as a symbolic and chaotic force that transcends rational comprehension).The study focuses on how speculative fiction, cognitive engagement, and philosophical reflection converge in the game’s design. It considers how board game mechanics and multi-layered narratives expand the discourse of chronofiction, introducing novel temporal logics and participatory storytelling.Rather than presenting time as a fixed continuum or a controllable tool, T.I.M.E Stories encourages players to explore temporal uncertainty and contradiction.Ultimately, the article proposes that games like T.I.M.E Stories represent a new form of narrative where time functions not only as a plot axis but also as a mechanism of interaction, meaning-making, and reality modeling.

Мова Література Фольклор(1)
Quality Education
Openalex Percentile: Top 80%
Comics and Graphic Narratives
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CHRONOFICTION NARRATIVE OF THE T.I.M.E STORIES BOARD GAME AS A LITERARY EXPERIMENT — Mariia Iliuchenko · Мова Література Фольклор (2025) | TGRS Research Map | TGRS