This article examines affective and semiotic aspects of Don’t Breathe’s construction of evil and horror. To work towards a post-genre approach to horror, evil and horror are re-examined and differentiated on a discursive level in a first theoretic step. The following film analysis takes Fede Álvarez’ 2016 horror film Don’t Breathe as its case. In a first part, it draws from the Marxian metaphor of vampiric capital and employs a Deleuzian approach to film in focusing on the impulse-image of Don’t Breathe. In a second part, the analysis of evil and monstrous horror then takes into account political notions of the film’s themes of blindness and (dis)ability, thereby moving from a (primarily) affective perspective to a rather semiotic discussion.
Throughout the last decade, research has considered players’ gaming motives as risk and the perceived social support (PSS) as protective factors in the context of Internet Gaming Disorder (IGD). However, the literature is lacking diversity regarding the representation of female gamers as well as of casual and console-based games. The aim of this study was to assess IGD, gaming motives, and PSS comparing recreational gamers and IGD candidates in a sample of Animal Crossing: New Horizons players. A total of 2909 ACNH players (93.7% of them female gamers) took part in an online survey which collected demographic, gaming-related, motivational, and psychopathologic data. Using the cut-off of at least five positive answers to the IGDQ, potential IGD candidates were identified. ACNH players reported a high prevalence rate for IGD (10.3%). IGD candidates differed from recreational players regarding age, sex, and game-related, motivational, and psychopathological variables. A binary logistic regression model was computed to predict membership in the potential IGD group. Age, PSS, escapism and competition motives as well as psychopathology were significant predictors. To discuss IGD in the context of casual gaming, we consider demographic, motivational, and psychopathological player characteristics as well as game design and the COVID-19 pandemic. IGD research needs to broaden its focus concerning game types as well as gamer populations.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.