Time loop
A time loop or temporal loop is a plot device in which periods of time are repeated and re-experienced by the characters, and there is often some hope of breaking out of the cycle of repetition.[1] Time loop is sometimes used to refer to a causal loop.[1][2] Stories with time loops commonly center on the character learning from each successive loop through time.[1]
The short story "Doubled and Redoubled" by Malcolm Jameson that appeared in the February, 1941 issue of Unknown tells of a person accidentally cursed to repeat a "perfect" day, including a lucky bet, a promotion, a heroically foiled bank robbery, and a successful wedding proposal. This story was a precedent to the films Groundhog Day and 12:01 PM.[3] Jeremy Douglass, Janet Murray, Noah Falstein and others compare time loops with video games and other interactive media, where a character in a loop learns about their environment more and more with each passing loop, and the loop ends with complete mastery of the character's environment.[4] Shaila Garcia-Catalán et al provide a similar analysis, saying that the usual way for the protagonist out of a time loop is acquiring knowledge, using retained memories to progress and eventually exit the loop. The time loop is then a problem-solving process, and the narrative becomes akin to an interactive puzzle.[5]
See also
- Butterfly effect
- Causal loop
- Eternal return
- Grandfather paradox
- List of time travel works of fiction
- List of films featuring time loops
- List of television series that include time travel
- Time loop logic
- Time travel
- Time travel in fiction
References
- 1 2 3 Chelsea Quinn Yarbro. "Themes : Time Loop : SFE : Science Fiction Encyclopedia". Sf-encyclopedia.com. Retrieved 2015-10-18.
- ↑ Klosterman, Chuck (2009). Eating the Dinosaur (1st Scribner hardcover ed.). New York: Scribner. p. 60. ISBN 9781439168486. Retrieved 2 February 2013.
- ↑ Stockwell, Peter (2000). The Poetics of Science Fiction (1st ed.). Harlow [u.a.]: Longman. pp. 131–133. ISBN 9780582369931.
- ↑ Douglass, Jeremy (2007). Command Lines: Aesthetics and Technique in Interactive Fiction and New Media. Santa Barbara, California: University of California, Santa Barbara. pp. 333–335, 358. ISBN 0549363351. Retrieved 29 November 2015.
- ↑ García-Catalán, Shaila; Navarro-Remesal, Victor (2015), Matthew Jones, ed., "Try Again: The Time Loop as a Problem-Solving Process in Save the Date and Source Code", Time Travel in Popular Media (McFarland Publication), pp. 206–209, ISBN 9781476620084