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  • The World of Scary Video Games: A Study in Videoludic Horror

    The World of Scary Video Games by Perron, Bernard;

    A Study in Videoludic Horror

    Sorozatcím: Approaches to Digital Game Studies;

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    Hosszú leírás:

    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.

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    Tartalomjegyzék:

    Acknowledgments
    Introduction

    Part I: The Genre

    Chapter One
    The Horror: Falling into the Arena of Video Game Genres
    Crossing Paths with a "Monstrous" Concept
    The Need to Use a New Combo
    Finding Some Directions

    Chapter Two
    "You have once again entered the world of survival horror. Good luck!"
    Loading Screen.
    A Species of Their Own
    A Cross-Media Genre
    The (Survival) Horror Genre

    Chapter Three
    Something to Fear: From the Fictional to the Videoludic
    Gut Reactions
    The Answer Is Fear
    Fear-Motivated Actions

    Chapter Four
    Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre
    The Gaming Apparatus: Technical and Formal Aspects
    The Videoludic Treatment of Horror
    Figures of Interactivity, Actional Modalities and Scare Tactics
    The Pyramid of Scary Video Games

    Part II: The History

    Chapter Five

    Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster
    Teleology, This Monster (Before 1981)
    The Scattered Generic Cluster (1981-1991)

    Chapter Six
    Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity
    The Crystallization of the Survival Horror (1992-2005)
    The Antipodal Clusters: Fight or Flight (2006-2016)
    Scary Virtual Reality (2017 and the future.)

    Part III: The Scare Tactics

    Chapter Seven
    The Frightening Regimes of Vision
    The Experience of Gamership
    Third-Person Frightening Regime of Vision
    First-Person Frightening Regime of Vision
    Seeing Is Not Everything

    Chapter Eight
    The Frightening Regimes of Audition
    Third-Person and First-Person Frightening Regimes of Audition
    Synch to the Rendering of the Gruesomeness
    (In) A Fearful Mood
    Dreadful Listening and Terrifying Forewarnings

    Chapter Nine

    Scary Playgrounds
    Setting the Mood
    Caught up in the Maze
    Unsettling Progression

    Chapter Ten
    Monsters Meet Scared Player(-Characters)
    Some Kind of Monster
    Figures Under Threat
    Seek and Destroy
    Surviving Horror

    Afterword

    References
    Ludography

    Index

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