Horror Videogames and the Uncanny
نویسنده
چکیده
This paper explores the uncanny dimensions of avatars and gamespaces in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure appears to act with autonomy and agency, unsettles the boundaries between dead object and living person. Spaces in survival horror games characterise the uncanny architecture of horror films and literature. Many suggest the unsettling psychological disturbance lurking behind the homely and the familiar. A recurring aspect of survival horror combines the investigation of a protagonist’s origins, a return to the family home, and the exploration of gynecological spaces – blood red corridors, womb-like caverns, bloody chambers – reproducing what is for Freud the primal site of the uncanny. Author
منابع مشابه
Animal Crossing: New Leaf and the Diversity of Horror in Video Games
This paper explores the diverse ways horror can be conveyed in games by investigating how games that are not associated with the horror genre can produce unsettling or scary experiences. To conduct this exploration, this study uses interaction mapping, as outlined by Consalvo and Dutton (2006), to examine a game that has thoroughly pleasant and cutesy trappings: Animal Crossing: New Leaf (Ninte...
متن کاملGhastly multiplication: Fatal Frame II and the Videogame Uncanny
Through a close-play and close reading of the game Fatal Frame II, we identify the uniquely game-based aspects of the uncanny in a horror game. Subsequently, we engage in an interpretation of the game which centers on a psychoanalytic model of the avatar and theories of the twin. Author
متن کاملRestless Dreams and Shattered Memories: Psychoanalysis and Silent Hill
This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series which is itself informed by psychoanalytic themes. Concerns include the construction of game space as maternal womb, cinematic sequences as primal fantasies, and the representation of memory across the games within a psychoanalytic context. The horror genres’ preoccupation with monstrous mother f...
متن کاملEffectiveness of Videogames on Balance and Fear of Falling in Chronic Stroke Patient
Objectives: Balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients. The balance based video games are newly used in people with motor problems. It is very important to use different interventions for balance issues. The aim of this study is to determine the effectiveness of videogame on balance and fear of falling in one participant....
متن کاملVideogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment
Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of ...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2009