Videogames And Horror
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Author |
: Dawn Stobbart |
Publisher |
: University of Wales Press |
Total Pages |
: 284 |
Release |
: 2019-10-01 |
ISBN-10 |
: 9781786834379 |
ISBN-13 |
: 1786834375 |
Rating |
: 4/5 (79 Downloads) |
Synopsis Videogames and Horror by : Dawn Stobbart
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
Author |
: Bernard Perron |
Publisher |
: McFarland |
Total Pages |
: 311 |
Release |
: 2014-01-10 |
ISBN-10 |
: 9780786454792 |
ISBN-13 |
: 0786454792 |
Rating |
: 4/5 (92 Downloads) |
Synopsis Horror Video Games by : Bernard Perron
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 |
: Andrei Nae |
Publisher |
: Routledge |
Total Pages |
: 256 |
Release |
: 2021-09-09 |
ISBN-10 |
: 9781000440652 |
ISBN-13 |
: 1000440656 |
Rating |
: 4/5 (52 Downloads) |
Synopsis Immersion, Narrative, and Gender Crisis in Survival Horror Video Games by : Andrei Nae
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 |
: Dawn Keetley |
Publisher |
: University of Wales Press |
Total Pages |
: 304 |
Release |
: 2023-04-15 |
ISBN-10 |
: 9781786839817 |
ISBN-13 |
: 1786839814 |
Rating |
: 4/5 (17 Downloads) |
Synopsis Folk Horror by : Dawn Keetley
While the undisputed heyday of folk horror was Britain in the 1960s and 1970s, the genre has not only a rich cinematic and literary prehistory, but directors and novelists around the world have also been reinventing folk horror for the contemporary moment. This study sets out to rethink the assumptions that have guided critical writing on the genre in the face of such expansions, with chapters exploring a range of subjects from the fiction of E. F. Benson to Scooby-Doo, video games, and community engagement with the Lancashire witches. In looking beyond Britain, the essays collected here extend folk horror’s geographic terrain to map new conceptualisations of the genre now seen emerging from Italy, Ukraine, Thailand, Mexico and the Appalachian region of the US.
Author |
: Ewan Kirkland |
Publisher |
: Routledge |
Total Pages |
: 216 |
Release |
: 2021-10-01 |
ISBN-10 |
: 9781000453102 |
ISBN-13 |
: 1000453103 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Videogames and the Gothic by : Ewan Kirkland
This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.
Author |
: Jason Hawreliak |
Publisher |
: Routledge |
Total Pages |
: 171 |
Release |
: 2018-09-14 |
ISBN-10 |
: 9781351659710 |
ISBN-13 |
: 1351659715 |
Rating |
: 4/5 (10 Downloads) |
Synopsis Multimodal Semiotics and Rhetoric in Videogames by : Jason Hawreliak
This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.
Author |
: Bernard Perron |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 538 |
Release |
: 2018-05-31 |
ISBN-10 |
: 9781501316210 |
ISBN-13 |
: 1501316214 |
Rating |
: 4/5 (10 Downloads) |
Synopsis The World of Scary Video Games by : Bernard Perron
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Author |
: Mark J. P. Wolf |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 1365 |
Release |
: 2021-05-24 |
ISBN-10 |
: 9781440870200 |
ISBN-13 |
: 1440870209 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Author |
: Simon Bacon |
Publisher |
: Rowman & Littlefield |
Total Pages |
: 341 |
Release |
: 2023-03-15 |
ISBN-10 |
: 9781793643407 |
ISBN-13 |
: 1793643407 |
Rating |
: 4/5 (07 Downloads) |
Synopsis The Evolution of Horror in the Twenty-First Century by : Simon Bacon
The Evolution of Horror in the Twenty-First Century examines the intimate connections between the horror genre and its audience’s experience of being in the world at a particular historical and cultural moment. This book not only provides frameworks with which to understand contemporary horror, but it also speaks to the changes wrought by technological development in creation, production, and distribution, as well as the ways in which those who are traditionally underrepresented positively within the genre- women, LGBTQ+, indigenous, and BAME communities - are finally being seen and finding space to speak.
Author |
: Lorenzo DiTommaso |
Publisher |
: Walter de Gruyter GmbH & Co KG |
Total Pages |
: 331 |
Release |
: 2024-09-02 |
ISBN-10 |
: 9783110752861 |
ISBN-13 |
: 3110752867 |
Rating |
: 4/5 (61 Downloads) |
Synopsis End-Game by : Lorenzo DiTommaso
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.