The World of Scary Video Games

The World of Scary Video Games

Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.

Author: Bernard Perron

Publisher: Bloomsbury Publishing USA

ISBN: 9781501316210

Category: Mathematics

Page: 488

View: 468

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.
Categories: Mathematics

Intermedia Games Games Inter Media

Intermedia Games   Games Inter Media

He has written The World of Scary Video Games: A Study in Videoludic Horror (Bloomsbury, 2018) and Silent Hill: The Terror ... co-edited The Video Game Theory Reader (Routledge, 2003), The Routledge Companion to Video Games Studies ...

Author: Michael Fuchs

Publisher: Bloomsbury Publishing USA

ISBN: 9781501330506

Category: Social Science

Page: 296

View: 880

This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games-Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it.
Categories: Social Science

Encyclopedia of Video Games The Culture Technology and Art of Gaming 2nd Edition 3 volumes

Encyclopedia of Video Games  The Culture  Technology  and Art of Gaming  2nd Edition  3 volumes

The World of Scary Video Games: A Study in Videoludic Horror. ... but their technological basis and digital and virtual nature did not make them likely candidates for involvement in the sustainability movement; therefore, ...

Author: Mark J. P. Wolf

Publisher: ABC-CLIO

ISBN: 9781440870200

Category: Games & Activities

Page: 1288

View: 402

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games
Categories: Games & Activities

Gaming and the Arts of Storytelling

Gaming and the Arts of Storytelling

Available online: http://www.digra.org/wp-content/uploads/digitallibrary/07313.12302.pdf (accessed on 29 June 2018). ... Journal for Computer Game Culture 4: 255–76. ... The World of Scary Videogames: A Study in Videoludic Horror.

Author: Darshana Jayemanne

Publisher: MDPI

ISBN: 9783039212316

Category: Philosophy

Page: 144

View: 955

This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
Categories: Philosophy

Japanese Horror

Japanese Horror

Critical Essays on Film, Literature, Anime, Video Games Fernando Gabriel Pagnoni Berns, Subashish Bhattacharjee, Ananya Saha ... Journal of Canadian Studies 28, no. ... The World of Scary Video Games: A Study in Videoludic Horror.

Author: Fernando Gabriel Pagnoni Berns

Publisher: Rowman & Littlefield

ISBN: 9781793647061

Category: Horror comic books, strips, etc

Page: 242

View: 770

This book investigates the philosophical, socio-cultural, and artistic world of Japanese horror through a varied range of case studies, including video games (Rule of Rose), manga (Uzumaki), and anime (the classic Devilman). Film is represented with well-known works such as Ringu and overlooked filmmakers like Mari Asato.
Categories: Horror comic books, strips, etc

Krankheit in Digitalen Spielen

Krankheit in Digitalen Spielen

Krankheit in Digitalen Spielen hat viele Facetten - egal ob psychisch oder somatisch.

Author: Arno Görgen

Publisher:

ISBN: 3837653285

Category:

Page: 460

View: 972

Categories: