2022
DOI: 10.1177/15554120221088115
|View full text |Cite
|
Sign up to set email alerts
|

Horror Video Games and the “Active-Passive” Debate

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 he… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 13 publications
0
2
0
Order By: Relevance
“…Christopher & Leuszler (2022) additionally assert that the experience of horror video games is reflective of the subjectivity the player brings to the horror game via the play experience. This experience is a “complex psychological interplay that may be culturally inflected but is otherwise largely subjective, if not entirely unique to each individual gamer,” (2022, p. 17).…”
Section: The Uncanny and The Monstrous: Theoretical Frameworkmentioning
confidence: 99%
“…Christopher & Leuszler (2022) additionally assert that the experience of horror video games is reflective of the subjectivity the player brings to the horror game via the play experience. This experience is a “complex psychological interplay that may be culturally inflected but is otherwise largely subjective, if not entirely unique to each individual gamer,” (2022, p. 17).…”
Section: The Uncanny and The Monstrous: Theoretical Frameworkmentioning
confidence: 99%
“…Both similarities and differences were brought up in the responses. Echoing the notion of the active audience (see Behrenshausen, 2012), interactivity (see Christopher and Leuszler, 2023) was typically seen as the key difference.…”
Section: Fantasy and Immersionmentioning
confidence: 99%