Horror Video Games and the “Active-Passive” Debate

David Christopher*, Aidan Leuszler

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

4 Citations (Scopus)

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 heightens the player’s experience of horror.

Original languageEnglish
Pages (from-to)209-228
Number of pages20
JournalGames and Culture
Volume18
Issue number2
Early online date27 Apr 2022
DOIs
Publication statusE-pub ahead of print - 27 Apr 2022

Keywords

  • discursive debate
  • horror video games
  • passive–active

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