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The purpose of this article is to analyze the relationship between digital games and temporality based on the relationship between the technological elements that establish the relationship between player and game. From an arbitrarily established chronology, it is proposed to associate three generations of digital games, each with its respective way of dealing with the value produced by the player, namely: expenditure (arcade), investment (console and PC) and capturemobile games). For this, the analysis of the mobile version of the SimCity franchise is made, comparing some of its features with its PC version
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