Games, Frames, Screens and Seams

Spatial and Temporal Editing in Video Games

Authors

  • Ruben Meintema University of Groningen

Abstract

In this article I criticize the view that video games resist editing and are 'seamless' forms. As opposed to this myth of seamlessness, I state that a great deal of editing is involved in video games. Apart from temporal editing, which is well known in cinema, video games make heavy use of spatial editing, which is also used in graphic novels. I will systematically discuss six types of editing based on their spatial or temporal configuration and the simultaneity and non-simultaneity of the depicted frames. In addition to this typology, I will continuous debate how the editing technique works for the viewer to create interaction, suspense, narrativity and spectacle.

Author Biography

  • Ruben Meintema, University of Groningen

    Ruben Meintema (1985) is currently finishing the Research Master of Literary and Cultural Studies at the University of Groningen, where he has focused on the study of video games. He has contributed before to De Game-industrie: Een inleiding (2008) and his article "Beneath the Skin of Digital Characters: Race and Body in Japanese Fighting Games" is forthcoming in Race and Racism in Modern East Asia: Western Constructions and Local Reactions (2011).

Downloads

Published

2026-05-04

Issue

Section

Masterclass

How to Cite

Meintema, R. (2026). Games, Frames, Screens and Seams: Spatial and Temporal Editing in Video Games. FRAME, Journal of Literary Studies, 23(1), 102-112. https://platform.openjournals.nl/FRAME/article/view/27472