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 language | English |
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Pages (from-to) | 209-228 |
Number of pages | 20 |
Journal | Games and Culture |
Volume | 18 |
Issue number | 2 |
Early online date | 27 Apr 2022 |
DOIs | |
Publication status | E-pub ahead of print - 27 Apr 2022 |
Keywords
- discursive debate
- horror video games
- passive–active