Help with a faster clock?

I just made a clock that keeps real time but I want to know how to make the clock faster
Here’s the script:

using UnityEngine;

using System;

public class ClockAnimator : MonoBehaviour {

private const float
	hoursToDegrees = 360f / 12f,
	minutesToDegrees = 360f / 60f,
	secondsToDegrees = 360f / 60f;
public bool Analog;

public Transform Hour, Minute, Second;

void Update () {
	if(Analog) {
		TimeSpan timespan = DateTime.Now.TimeOfDay;
		Hour.localRotation =
			Quaternion.Euler(0f,0f,(float)timespan.TotalHours * -hoursToDegrees);
		Minute.localRotation =
			Quaternion.Euler(0f,0f,(float)timespan.TotalMinutes * -minutesToDegrees);
		Second.localRotation =
			Quaternion.Euler(0f,0f,(float)timespan.TotalSeconds * -secondsToDegrees);
		
	}
	else {
	
		DateTime time = DateTime.Now;
		Hour.localRotation = Quaternion.Euler (0f,0f,time.Hour * -hoursToDegrees);
		Minute.localRotation = Quaternion.Euler (0f,0f,time.Minute * -minutesToDegrees);
		Second.localRotation = Quaternion.Euler (0f,0f,time.Second * -secondsToDegrees);
	
	}

}

}

Here is a quick a hack to get you started. Set ‘fractionAdd’ to 1.0 to run twice as fast (i.e. for every real second, it add a full second).

using UnityEngine;
using System;

public class ClockAnimator : MonoBehaviour {

private const float
    hoursToDegrees = 360f / 12f,
    minutesToDegrees = 360f / 60f,
    secondsToDegrees = 360f / 60f;
public bool Analog;
 
public Transform Hour, Minute, Second;
	
public float fractionAdd = 1.0f;
private float timerAdd = 0.0f;

void Update () {
		timerAdd += Time.deltaTime * fractionAdd;
		TimeSpan timespan = DateTime.Now.TimeOfDay;
	 	timespan += new TimeSpan((long)timerAdd * TimeSpan.TicksPerSecond);

    if(Analog) {
			
       Hour.localRotation =
         Quaternion.Euler(0f,0f,(float)timespan.TotalHours * -hoursToDegrees);
       Minute.localRotation =
         Quaternion.Euler(0f,0f,(float)timespan.TotalMinutes * -minutesToDegrees);
       Second.localRotation =
         Quaternion.Euler(0f,0f,(float)timespan.TotalSeconds * -secondsToDegrees);
 
    }
    else {
 
       DateTime time = new DateTime(timespan.Ticks);
       Hour.localRotation = Quaternion.Euler (0f,0f,time.Hour * -hoursToDegrees);
       Minute.localRotation = Quaternion.Euler (0f,0f,time.Minute * -minutesToDegrees);
       Second.localRotation = Quaternion.Euler (0f,0f,time.Second * -secondsToDegrees);
 
    }
 
}
}