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Horror Video Games

Author: Bernard Perron
Publisher: McFarland
ISBN: 0786454792
Size: 10.67 MB
Format: PDF
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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: 71.97 MB
Format: PDF, ePub, Mobi
View: 4136
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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: 1501316222
Size: 33.10 MB
Format: PDF, ePub, Mobi
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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: 80.43 MB
Format: PDF
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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: 20.51 MB
Format: PDF, Kindle
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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.

The Routledge Companion To Video Game Studies

Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1136290508
Size: 60.45 MB
Format: PDF, Kindle
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The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has produced few comprehensive reference works. The Routledge Companion to Video Game Studies, compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, aims to address the ongoing theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: comprehensive and interdisciplinary models and approaches for analyzing video games; new perspectives on video games both as art form and cultural phenomenon; explorations of the technical and creative dimensions of video games; accounts of the political, social, and cultural dynamics of video games. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. Together, they provide an overview of the present state of game studies that will undoubtedly prove invaluable to student, scholar, and designer alike.

Dark Thoughts

Author: Steven Jay Schneider
Publisher: Scarecrow Press
ISBN: 9780810847927
Size: 69.35 MB
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This is a collection of highly engaging and provocative essays by top scholars in the increasingly interrelated fields of Philosophy, Film Studies, and Communication Arts that deal with the epistemology, aesthetics, ethics, metaphysics, and genre dynamics of horror cinema past and present, reveals that our fascination with horror cinema, and the pleasure we take in it, is in the end simply a natural extension of a philosopher's inclination to wonder. Contributors include Curtis Bowman, No'l Carroll, Elizabeth Cowie, Angela Curran, Cynthia Freeland, Michael Grant, Matt Hills, Deborah Knight, George McKnight, Ken Mogg, Aaron Smuts, Robert C. Solomon, and J.P. Telotte.

The Video Game Theory Reader

Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 1135205191
Size: 44.85 MB
Format: PDF, ePub, Docs
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In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game Theory Reader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game Theory Reader is the essential introduction to a fascinating and rapidly expanding new field of media studies.

The Archives

Author: Federico Giordano
Publisher: Mimesis Edizioni
ISBN: 9788857523613
Size: 43.85 MB
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The digital age has witnessed the development of a new kind of archive: immaterial, “living and moving,” largely user-generated, and conceived for managing a wide variety of audio-visual materials, besides traditional films and videos. The first part of this anthology investigates the ways in which media forms like web-documentaries, video art and digital art, web series, amateur productions, and also mobile films can be stored and preserved within the new digital repositories. The second part focuses on archival and preservation practices of the video game. This approach understands the archive not simply as a “memory box,” but as a fully contemporary practice that locates new media objects in the present and acknowledges their changing cultural and social configurations. The democratic, often immaterial, living, mobile nature of contemporary archives forces us to question whether or not the traditional notion of “the archive” still has a heuristic value. Or if it would be perhaps better to reject any “conventional” idea of archive and embrace the notion of anarchive.

Video Games And The Mind

Author: Bernard Perron
Publisher: McFarland
ISBN: 0786499095
Size: 29.68 MB
Format: PDF
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Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes.