The Fear System Triggering Tension In Survival Horror Videogames
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Author | : Pavel Girard |
Publisher | : GRIN Verlag |
Total Pages | : 57 |
Release | : 2011 |
Genre | : Biography & Autobiography |
ISBN | : 3640992245 |
Bachelorarbeit aus dem Jahr 2011 im Fachbereich Anglistik - Sonstiges, Universität Osnabrück, Sprache: Deutsch, Abstract: In this paper, it is sought to find out in which ways so-called "survival horror" videogames manage to elicit tension in the player. This will be done from a cultural/media studies perspective. In the course of this analysis, it will be argued that not only tension itself, but also several other emotions proclaimed as "negative" and provoked by playing a certain game can bring about tension, such as unsettlement, stress or disgust. It is assumed that these emotions evoke a basically negative mood in players so that they are more susceptible to be scared. This assumption draws on the film studies-related "Excitation Transfer Theory" developed by Dolf Zillmann in 1988, which Lee and Peng felt free to adopt on games (327-45). They state that "residual excitement from previous game playing may serve to intensify a later emotional state of a game player" (328). By arguing that feeling unsettled or experiencing frustration or disgust are in fact forms of excitement, Zillmann's theory can be related to the former argument. In the main part (chapter 4), a glance will be taken at the "videoludic staging of fear" (Roux-Girard 145) of two different survival horror game series: Resident Evil" (Capcom, 1996-99) and Silent Hill (Konami, 1999-2003). These specific series have been chosen, because, according to Picard (96), they are commonly said to be the most popular and the most representative ones within their genre. The series will first be analyzed individually in seperate chapters (though frequently referenced to each other), and will later be compared as a whole in the final conclusion. In the end, it is hoped that the following questions will have been answered: 1. What techniques are used by game developers to trigger tension in the player? 2. How do these techniques differ? 3. Which of the techniques are the most effective ones?
Author | : Pavel Girard |
Publisher | : GRIN Verlag |
Total Pages | : 52 |
Release | : 2011-08-25 |
Genre | : Literary Collections |
ISBN | : 3640992202 |
Bachelorarbeit aus dem Jahr 2011 im Fachbereich Anglistik - Sonstiges, Universität Osnabrück, Sprache: Deutsch, Abstract: In this paper, it is sought to find out in which ways so-called "survival horror" videogames manage to elicit tension in the player. This will be done from a cultural/media studies perspective. In the course of this analysis, it will be argued that not only tension itself, but also several other emotions proclaimed as “negative” and provoked by playing a certain game can bring about tension, such as unsettlement, stress or disgust. It is assumed that these emotions evoke a basically negative mood in players so that they are more susceptible to be scared. This assumption draws on the film studies-related “Excitation Transfer Theory” developed by Dolf Zillmann in 1988, which Lee and Peng felt free to adopt on games (327-45). They state that “residual excitement from previous game playing may serve to intensify a later emotional state of a game player” (328). By arguing that feeling unsettled or experiencing frustration or disgust are in fact forms of excitement, Zillmann’s theory can be related to the former argument. In the main part (chapter 4), a glance will be taken at the “videoludic staging of fear” (Roux-Girard 145) of two different survival horror game series: Resident Evil” (Capcom, 1996-99) and Silent Hill (Konami, 1999-2003). These specific series have been chosen, because, according to Picard (96), they are commonly said to be the most popular and the most representative ones within their genre. The series will first be analyzed individually in seperate chapters (though frequently referenced to each other), and will later be compared as a whole in the final conclusion. In the end, it is hoped that the following questions will have been answered: 1. What techniques are used by game developers to trigger tension in the player? 2. How do these techniques differ? 3. Which of the techniques are the most effective ones?
Author | : Darshana Jayemanne |
Publisher | : MDPI |
Total Pages | : 144 |
Release | : 2019-07-12 |
Genre | : Philosophy |
ISBN | : 3039212311 |
This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
Author | : Bernard Perron |
Publisher | : McFarland |
Total Pages | : 311 |
Release | : 2014-01-10 |
Genre | : Games & Activities |
ISBN | : 0786454792 |
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually.
Author | : Noel Carroll |
Publisher | : Routledge |
Total Pages | : 502 |
Release | : 2003-09-02 |
Genre | : Literary Criticism |
ISBN | : 113596503X |
Noel Carroll, film scholar and philosopher, offers the first serious look at the aesthetics of horror. In this book he discusses the nature and narrative structures of the genre, dealing with horror as a "transmedia" phenomenon. A fan and serious student of the horror genre, Carroll brings to bear his comprehensive knowledge of obscure and forgotten works, as well as of the horror masterpieces. Working from a philosophical perspective, he tries to account for how people can find pleasure in having their wits scared out of them. What, after all, are those "paradoxes of the heart" that make us want to be horrified?
Author | : Bernard Perron |
Publisher | : University of Michigan Press |
Total Pages | : 171 |
Release | : 2012-01-03 |
Genre | : Games & Activities |
ISBN | : 0472051628 |
The second entry in the Landmark Video Games series
Author | : Tim Summers |
Publisher | : Cambridge University Press |
Total Pages | : 265 |
Release | : 2016-09-08 |
Genre | : Music |
ISBN | : 1108107761 |
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.
Author | : Jerome J. Schultz |
Publisher | : John Wiley & Sons |
Total Pages | : 343 |
Release | : 2011-06-24 |
Genre | : Education |
ISBN | : 1118091736 |
A new approach to help kids with ADHD and LD succeed in and outside the classroom This groundbreaking book addresses the consequences of the unabated stress associated with Learning disabilities and ADHD and the toxic, deleterious impact of this stress on kids' academic learning, social skills, behavior, and efficient brain functioning. Schultz draws upon three decades of work as a neuropsychologist, teacher educator, and school consultant to address this gap. This book can help change the way parents and teachers think about why kids with LD and ADHD find school and homework so toxic. It will also offer an abundant supply of practical, understandable strategies that have been shown to reduce stress at school and at home. Offers a new way to look at why kids with ADHD/LD struggle at school Provides effective strategies to reduce stress in kids with ADHD and LD Includes helpful rating scales, checklists, and printable charts to use at school and home This important resource is written by a faculty member of Harvard Medical School in the Department of Psychiatry and former classroom teacher.
Author | : Steven Poole |
Publisher | : Arcade Publishing |
Total Pages | : 268 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9781559705981 |
Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
Author | : Geoff King |
Publisher | : Wallflower Press |
Total Pages | : 242 |
Release | : 2002 |
Genre | : Computer games |
ISBN | : 9781903364239 |
Hollywood film franchises are routinely translated into games and some game-titles make the move onto the big screen. This collection investigates the interface between cinema and games console or PC.