Affiliation:
1. 0000000122483208University of North Carolina Chapel Hill
Abstract
Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse
players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will
walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative
feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.
Subject
Computer Graphics and Computer-Aided Design,Computer Science Applications,Human-Computer Interaction
Cited by
1 articles.
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