Horror Video Games and the “Active-Passive” Debate

Author:

Christopher David1ORCID,Leuszler Aidan2

Affiliation:

1. Department of Media and Communication, Xi’an Jiaotong-Liverpool University, Suzhou, China

2. University of the Fraser Valley, Aldergrove, BC, Canada

Abstract

In Perron’s edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror compared between an ostensibly passive cinema reception (from whence the games take most of their conventions) and the ostensibly more active reception of ludological horror. As the argument goes, ludic activity creates greater identification with diegetic characters and therefore heightens the player’s experience of horror. But is this true, or is it a specious contention that does not really account for the complex mechanics of identification with characters in the ostensibly “passive” experience of cinema viewing, nor for the fact that lacking realism and “active” gameplay may actually compromise the experience of “transportation”?

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Video Game Feedback Learning and Aggressive or Prosocial Effects;Social Science Computer Review;2024-08-22

2. An Exploratory Study on Fear-Inducing Factors in Virtual Reality Experiences;2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH);2024-08-07

3. Decoding the gamer’s code: a dive into game merchandise consumption through the lens of consumer culture theory;Asia Pacific Journal of Marketing and Logistics;2024-07-18

4. Lovecraftian Games: The Afterlife of Cthulhu on Valve's Steam Client;Games and Culture;2023-12-12

5. The light, the dark, and everything else: making sense of young people's digital gaming;Frontiers in Psychology;2023-06-12

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3