The world of scary video games :: a study in videoludic horror /
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 w...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York :
Bloomsbury Academic,
2018.
|
Schriftenreihe: | Approaches to digital game studies ;
v. 6. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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 |
Beschreibung: | 1 online resource (x, 478 pages) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781501316210 1501316214 9781501316234 1501316230 1501316206 9781501316203 1501316192 9781501316197 |
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490 | 1 | |a Approaches to digital game studies ; |v volume 6 | |
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505 | 0 | |a Intro; Title Page; Copyright Page; Contents; Acknowledgments; Introduction; Part One: The genre; Chapter 1: 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 2: "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 3: Something to fear: From the fictional to the videoludic; Gut reactions; In the name of; The answer is fear; Fear-motivated actions. | |
505 | 8 | |a Chapter 4: Building the pyramid of scary video games: Toward the scare tactics of the videoludic horror genreThe 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 Two: The history; Chapter 5: 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 (1981-91). | |
505 | 8 | |a Chapter 6: Thinking about the history of the videoludic horror genre, Part II: Crystallization and bipolarityThe crystallization of the survival horror (1992-2005); The antipodal clusters: Fight or flight (2006-2016); Scary virtual reality (2017 and the future. . .); Part Three: The scare tactics; Chapter 7: 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 8: The frightening regimes of audition; Third-person and first-person frightening regimes of audition. | |
505 | 8 | |a Synch to the rendering of the gruesomeness(In) a fearful mood; Dreadful listening and terrifying forewarnings; Chapter 9: Scary playgrounds; Setting the mood; Caught up in the maze; Unsettling progression; Chapter 10: Monsters meet scared player ( -characters); Some kind of monster; Figures under threat; Seek and destroy; Surviving horror; Afterword; References; Ludography; Index. | |
520 | 8 | |a 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 | |
650 | 0 | |a Video games |x Psychological aspects. | |
650 | 0 | |a Horror in mass media. |0 http://id.loc.gov/authorities/subjects/sh85062080 | |
650 | 6 | |a Jeux vidéo |x Aspect psychologique. | |
650 | 6 | |a Horreur dans les médias. | |
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author | Perron, Bernard |
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contents | Intro; Title Page; Copyright Page; Contents; Acknowledgments; Introduction; Part One: The genre; Chapter 1: 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 2: "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 3: Something to fear: From the fictional to the videoludic; Gut reactions; In the name of; The answer is fear; Fear-motivated actions. Chapter 4: Building the pyramid of scary video games: Toward the scare tactics of the videoludic horror genreThe 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 Two: The history; Chapter 5: 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 (1981-91). Chapter 6: Thinking about the history of the videoludic horror genre, Part II: Crystallization and bipolarityThe crystallization of the survival horror (1992-2005); The antipodal clusters: Fight or flight (2006-2016); Scary virtual reality (2017 and the future. . .); Part Three: The scare tactics; Chapter 7: 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 8: 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 9: Scary playgrounds; Setting the mood; Caught up in the maze; Unsettling progression; Chapter 10: Monsters meet scared player ( -characters); Some kind of monster; Figures under threat; Seek and destroy; Surviving horror; Afterword; References; Ludography; Index. |
ctrlnum | (OCoLC)1013515190 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-10-25T16:24:04Z |
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publisher | Bloomsbury Academic, |
record_format | marc |
series | Approaches to digital game studies ; |
series2 | Approaches to digital game studies ; |
spelling | Perron, Bernard, author. The world of scary video games : a study in videoludic horror / Bernard Perron. 1805 New York : Bloomsbury Academic, 2018. ©2018 1 online resource (x, 478 pages) text txt rdacontent computer n rdamedia online resource nc rdacarrier Approaches to digital game studies ; volume 6 Includes bibliographical references and index. Print version record and CIP data provided by publisher; resource not viewed. Intro; Title Page; Copyright Page; Contents; Acknowledgments; Introduction; Part One: The genre; Chapter 1: 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 2: "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 3: Something to fear: From the fictional to the videoludic; Gut reactions; In the name of; The answer is fear; Fear-motivated actions. Chapter 4: Building the pyramid of scary video games: Toward the scare tactics of the videoludic horror genreThe 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 Two: The history; Chapter 5: 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 (1981-91). Chapter 6: Thinking about the history of the videoludic horror genre, Part II: Crystallization and bipolarityThe crystallization of the survival horror (1992-2005); The antipodal clusters: Fight or flight (2006-2016); Scary virtual reality (2017 and the future. . .); Part Three: The scare tactics; Chapter 7: 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 8: 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 9: Scary playgrounds; Setting the mood; Caught up in the maze; Unsettling progression; Chapter 10: Monsters meet scared player ( -characters); Some kind of monster; Figures under threat; Seek and destroy; Surviving horror; Afterword; References; Ludography; Index. 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 Video games Psychological aspects. Horror in mass media. http://id.loc.gov/authorities/subjects/sh85062080 Jeux vidéo Aspect psychologique. Horreur dans les médias. Media studies. bicssc Violence in society. bicssc Game theory. bicssc GAMES Board. bisacsh Horror in mass media fast Video games Psychological aspects fast has work: The world of scary video games (Text) https://id.oclc.org/worldcat/entity/E39PCGrH7V98hJj6DMRVcfRtKd https://id.oclc.org/worldcat/ontology/hasWork Print version: Perron, Bernard. World of scary video games. New York : Bloomsbury Academic, 2018 9781501316203 (DLC) 2017051447 Approaches to digital game studies ; v. 6. http://id.loc.gov/authorities/names/no2012072791 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1797471 Volltext CBO01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1797471 Volltext |
spellingShingle | Perron, Bernard The world of scary video games : a study in videoludic horror / Approaches to digital game studies ; Intro; Title Page; Copyright Page; Contents; Acknowledgments; Introduction; Part One: The genre; Chapter 1: 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 2: "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 3: Something to fear: From the fictional to the videoludic; Gut reactions; In the name of; The answer is fear; Fear-motivated actions. Chapter 4: Building the pyramid of scary video games: Toward the scare tactics of the videoludic horror genreThe 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 Two: The history; Chapter 5: 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 (1981-91). Chapter 6: Thinking about the history of the videoludic horror genre, Part II: Crystallization and bipolarityThe crystallization of the survival horror (1992-2005); The antipodal clusters: Fight or flight (2006-2016); Scary virtual reality (2017 and the future. . .); Part Three: The scare tactics; Chapter 7: 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 8: 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 9: Scary playgrounds; Setting the mood; Caught up in the maze; Unsettling progression; Chapter 10: Monsters meet scared player ( -characters); Some kind of monster; Figures under threat; Seek and destroy; Surviving horror; Afterword; References; Ludography; Index. Video games Psychological aspects. Horror in mass media. http://id.loc.gov/authorities/subjects/sh85062080 Jeux vidéo Aspect psychologique. Horreur dans les médias. Media studies. bicssc Violence in society. bicssc Game theory. bicssc GAMES Board. bisacsh Horror in mass media fast Video games Psychological aspects fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85062080 |
title | The world of scary video games : a study in videoludic horror / |
title_auth | The world of scary video games : a study in videoludic horror / |
title_exact_search | The world of scary video games : a study in videoludic horror / |
title_full | The world of scary video games : a study in videoludic horror / Bernard Perron. |
title_fullStr | The world of scary video games : a study in videoludic horror / Bernard Perron. |
title_full_unstemmed | The world of scary video games : a study in videoludic horror / Bernard Perron. |
title_short | The world of scary video games : |
title_sort | world of scary video games a study in videoludic horror |
title_sub | a study in videoludic horror / |
topic | Video games Psychological aspects. Horror in mass media. http://id.loc.gov/authorities/subjects/sh85062080 Jeux vidéo Aspect psychologique. Horreur dans les médias. Media studies. bicssc Violence in society. bicssc Game theory. bicssc GAMES Board. bisacsh Horror in mass media fast Video games Psychological aspects fast |
topic_facet | Video games Psychological aspects. Horror in mass media. Jeux vidéo Aspect psychologique. Horreur dans les médias. Media studies. Violence in society. Game theory. GAMES Board. Horror in mass media Video games Psychological aspects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1797471 |
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