Why Are Horror Games Appealing
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Author | : Gregor Kirchhofer |
Publisher | : Anchor Academic Publishing |
Total Pages | : 37 |
Release | : 2017-02 |
Genre | : Social Science |
ISBN | : 3960671091 |
This book tries to explore why so many people actively seek out and enjoy horror as a form of entertainment. Why some find pleasure in horror is a question that many have asked before, but never fully answered. This book does not claim to deliver a general answer to that question, but rather offers an overview of the most popular theories and hypothesis, as well as a study focusing on the player affect. The explanations and solutions offered include mostly psychological, emotional or general approaches. Every approach presented has its benefits and flaws and will be discussed accordingly. How these come into play individually, as well as in connection to each other, will constitute a major part of this study. After having provided the general theoretical basis of horror and why it might be so appealing to some people, this study goes on discussing the medium game, and in a further step, tries to explore if the unique characteristics of the medium game change the overall horror experience one might have. Different aspects and properties of the medium in question are discussed in detail – how immersion affects us as consumers, what the role of interactivity is and how they both relate to one another in-game, how this understanding comes into play in a game design context and how it can create a whole different experience for the player, and lastly, how certain game design elements can be utilized to further improve the emotional response.
Author | : Joshua Bycer |
Publisher | : CRC Press |
Total Pages | : 145 |
Release | : 2021-10-07 |
Genre | : Computers |
ISBN | : 1000451011 |
The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.
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 | : Andrei Nae |
Publisher | : Routledge |
Total Pages | : 256 |
Release | : 2021-09-09 |
Genre | : Games & Activities |
ISBN | : 1000440656 |
This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology.
Author | : Raph Koster |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 292 |
Release | : 2013-11-08 |
Genre | : Computers |
ISBN | : 1449363172 |
Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers. At the heart of his exploration, veteran game designer Raph Koster takes a close look at the concept of fun and why it’s the most vital element in any game. Why do some games become boring quickly, while others remain fun for years? How do games serve as fundamental and powerful learning tools? Whether you’re a game developer, dedicated gamer, or curious observer, this illustrated, fully updated edition helps you understand what drives this major cultural force, and inspires you to take it further. You’ll discover that: Games play into our innate ability to seek patterns and solve puzzles Most successful games are built upon the same elements Slightly more females than males now play games Many games still teach primitive survival skills Fictional dressing for modern games is more developed than the conceptual elements Truly creative designers seldom use other games for inspiration Games are beginning to evolve beyond their prehistoric origins
Author | : Mathias F. Clasen |
Publisher | : Oxford University Press |
Total Pages | : 201 |
Release | : 2017 |
Genre | : Art |
ISBN | : 019066651X |
Why do humans feel the need to scream at horror films? In Why Horror Seduces, author Matthias Clasen looks to evolutionary social science to show how the horror genre is a product of human nature.
Author | : Thomas Fahy |
Publisher | : University Press of Kentucky |
Total Pages | : 270 |
Release | : 2010-04-30 |
Genre | : Philosophy |
ISBN | : 0813173701 |
Sitting on pins and needles, anxiously waiting to see what will happen next, horror audiences crave the fear and exhilaration generated by a terrifying story; their anticipation is palpable. But they also breathe a sigh of relief when the action is over, when they are able to close their books or leave the movie theater. Whether serious, kitschy, frightening, or ridiculous, horror not only arouses the senses but also raises profound questions about fear, safety, justice, and suffering. From literature and urban legends to film and television, horror’s ability to thrill has made it an integral part of modern entertainment. Thomas Fahy and twelve other scholars reveal the underlying themes of the genre in The Philosophy of Horror. Examining the evolving role of horror, the contributing authors investigate works such as Mary Shelley’s Frankenstein (1818), horror films of the 1930s, Stephen King’s novels, Stanley Kubrick’s adaptation of The Shining (1980), and Alfred Hitchcock’s Psycho (1960). Also examined are works that have largely been ignored in philosophical circles, including Truman Capote’s In Cold Blood (1965), Patrick Süskind’s Perfume (1985), and James Purdy’s Narrow Rooms (2005). The analysis also extends to contemporary forms of popular horror and “torture-horror” films of the last decade, including Saw (2004), Hostel (2005), The Devil’s Rejects (2005), and The Hills Have Eyes (2006), as well as the ongoing popularity of horror on the small screen. The Philosophy of Horror celebrates the strange, compelling, and disturbing elements of horror, drawing on interpretive approaches such as feminist, postcolonial, Marxist, and psychoanalytic criticism. The book invites readers to consider horror’s various manifestations and transformations since the late 1700s, probing its social, cultural, and political functions in today’s media-hungry society.
Author | : James Wyatt |
Publisher | : |
Total Pages | : 0 |
Release | : 2005 |
Genre | : Dungeons and Dragons (Game) |
ISBN | : 9780786936991 |
The essential handbook integrating fear and horror into D&D play, this guide provides everything Dungeon Masters need to run a horror-oriented campaign or integrate elements of creepiness and tension into their existing campaigns.
Author | : Jonathan Hennessey |
Publisher | : Ten Speed Graphic |
Total Pages | : 192 |
Release | : 2017-10-03 |
Genre | : Comics & Graphic Novels |
ISBN | : 0399578919 |
A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Author | : Mathias Clasen |
Publisher | : Oxford University Press |
Total Pages | : 201 |
Release | : 2017-09-29 |
Genre | : Performing Arts |
ISBN | : 0190666528 |
From vampire apocalypses, shark attacks, witches, and ghosts, to murderous dolls bent on revenge, horror has been part of the American cinematic imagination for almost as long as pictures have moved on screens. But why do they captivate us so? What is the drive to be frightened, and why is it so perennially popular? Why Horror Seduces addresses these questions through evolutionary social sciences. Explaining the functional seduction of horror entertainment, this book draws on cutting-edge findings in the evolutionary social sciences, showing how the horror genre is a product of human nature. Integrating the study of horror with the sciences of human nature, the book claims that horror entertainment works by targeting humans' adaptive tendency to find pleasure in make-believe, allowing a high intensity experience within a safe context. Through analyses of well-known and popular modern American works of horror--Rosemary's Baby; The Shining; I Am Legend; Jaws; and several others--author Mathias Clasen illustrates how these works target evolved cognitive and emotional mechanisms; we are attracted to horrifying entertainment because we have an adaptive tendency to find pleasure in make-believe that allows us to experience negative emotions at high levels of intensity within a safe context. Organized into three parts identifying fictional works by evolutionary mode--the evolution of horror; evolutionary interpretations of horror; the future of horror--Why Horror Seduces succinctly explores the cognitive processes behind spectators' need to scream.