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Horror Video Games

Author: Bernard Perron
Publisher: McFarland
ISBN: 0786454792
Size: 53.37 MB
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"In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror's allure for gamers and the evolution of "survival" themes. The techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill are examined individually"--Provided by publisher.

Horror Video Games

Author: Bernard Perron
Publisher: McFarland
ISBN: 9780786441976
Size: 25.49 MB
Format: PDF, Docs
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A theoretical analysis of the horror genre in video games. It includes 14 essays that explore the cultural underpinnings of horror's allure for gamers and the evolution of 'survival' themes. It individually examines the techniques and story effects of specific games such as Resident Evil, Call of Cthulhu, and Silent Hill.

The World Of Scary Video Games

Author: Bernard Perron
Publisher: Bloomsbury Publishing USA
ISBN: 1501316214
Size: 78.43 MB
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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.

Silent Hill

Author: Bernard Perron
Publisher: University of Michigan Press
ISBN: 0472051628
Size: 46.72 MB
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The second entry in the Landmark Video Games series

Game Sound Technology And Player Interaction Concepts And Developments

Author: Grimshaw, Mark
Publisher: IGI Global
ISBN: 1616928301
Size: 64.63 MB
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Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.

Extra Lives

Author: Tom Bissell
Publisher: Vintage
ISBN: 0307379280
Size: 14.82 MB
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Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of thirty-four. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this flap copy, the same thing can probably be said of you, or of someone you know. Until recently, Bissell was somewhat reluctant to admit to his passion for games. In this, he is not alone. Millions of adults spend hours every week playing video games, and the industry itself now reliably outearns Hollywood. But the wider culture seems to regard video games as, at best, well designed if mindless entertainment. Extra Lives is an impassioned defense of this assailed and misunderstood art form. Bissell argues that we are in a golden age of gaming—but he also believes games could be even better. He offers a fascinating and often hilarious critique of the ways video games dazzle and, just as often, frustrate. Along the way, we get firsthand portraits of some of the best minds (Jonathan Blow, Clint Hocking, Cliff Bleszinski, Peter Molyneux) at work in video game design today, as well as a shattering and deeply moving final chapter that describes, in searing detail, Bissell’s descent into the world of Grand Theft Auto IV, a game whose themes mirror his own increasingly self-destructive compulsions. Blending memoir, criticism, and first-rate reportage, Extra Lives is like no other book on the subject ever published. Whether you love video games, loathe video games, or are merely curious about why they are becoming the dominant popular art form of our time, Extra Lives is required reading. From the Hardcover edition.

Trigger Happy

Author: Steven Poole
Publisher: Skyhorse Publishing, Inc.
ISBN: 162872224X
Size: 27.53 MB
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The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Kill All Normies

Author: Angela Nagle
Publisher: John Hunt Publishing
ISBN: 1785355449
Size: 30.61 MB
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Recent years have seen a revival of the heated culture wars of the 1990s, but this time its battle ground is the internet. On one side the "alt right" ranges from the once obscure neo-reactionary and white separatist movements, to geeky subcultures like 4chan, to more mainstream manifestations such as the Trump-supporting gay libertarian Milo Yiannopolous. On the other side, a culture of struggle sessions and virtue signalling lurks behind a therapeutic language of trigger warnings and safe spaces. The feminist side of the online culture wars has its equally geeky subcultures right through to its mainstream expression. Kill All Normies explores some of the cultural genealogies and past parallels of these styles and subcultures, drawing from transgressive styles of 60s libertinism and conservative movements, to make the case for a rejection of the perpetual cultural turn.

Well Played 3 0

Author: Et Al
Publisher: Lulu.com
ISBN: 1257858459
Size: 76.74 MB
Format: PDF
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Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.

Taking The Red Pill

Author: Glenn Yeffeth
Publisher: BenBella Books, Inc.
ISBN: 1932100024
Size: 69.93 MB
Format: PDF, Kindle
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This thought-provoking examination of The Matrix explores the technological challenges, religious symbolism, and philosophical dilemmas the film presents. Essays by renowned scientists, technologists, philosophers, scholars, social commentators, and science fiction authors provide engaging and provocative perspectives. Explored in a highly accessible fashion are issues such as the future of artificial intelligence and virtual reality. The symbolism hidden throughout The Matrix and a few glitches in the film are revealed. Discussions include “Finding God in The Matrix,” “The Reality Paradox in The Matrix,” and “Was Cypher Right?: Why We Stay in Our Matrix.” The fascinating issues posed by the film are handled in an intelligent but nonacademic fashion.