The psychology behind horror games – This section will describe why a player feels the emotions they do when playing a horror game. This could be done be the player thinking that they are being chased by an enemy when there is actually nothing chasing them. Psychological – This section will examine the methods that will alter the player’s mental state. For example how the audio track could consist of a heartbeat, beating faster as the character gets closer to an objective. This could be the music that is used, where the game takes place or how combat is dealt with in the game.Ītmosphere – This section will detail which methods are used to create an atmosphere in a game. What makes a horror game scary – This section will look into the methods that are used within a game to scare the player. These two sections will reveal how each element can be used. After both sections have been researched and detailed, they will be split into two further sections which are: Atmosphere and Psychological. The research section will focus on what makes horror games scary and the psychology behind horror games. This experiment will be used to find the factors within the horror games that produce the biggest ‘scares’ for the player. The testing section will require a number of participants to play several horror games. This information can also be used by the game industry for the creation and improvement of horror games or any other game where it could be applicable. The aim of this stage is to gather information that can be used in the creation of horror games. The psychological section will examine the elements that are left to the players’ imagination. The atmosphere section will detail the aspects that create a sense of dread and terror from the environment, sounds and non playable characters. The two sections are: Atmosphere and Psychological. The purpose of this project is, therefore, to investigate how horror games can cause the player to be scared.Īt the research stage of the project, multiple sources will be viewed which will show the creation process behind horror games, the effects of horror games on people, the psychology behind the genre and how to improve horror games.Ī number of critically acclaimed horror games will be played and examined to determine why they are rated as some of the best games of all time.Īfter all the research has been completed, it will be split into two different sections. The Oxford Dictionary definition of scare is: “1 cause great fear or nervousness. The aim of this project is to investigate how players are affected by horror games, and which factors within these games create the greatest scare from the player. Which factors within horror game create the biggest scare – it is the atmosphere or enemies that make a player terrified or is it the relationship with the character.The psychology behind horror games – why are you afraid?. How players are affected by horror games - do their hearts start being faster, do they move about more, do they run from the room terrified.The emotional effects of horror can be seen as suspense, fear and worry, further studies suggests that horrors relies on monsters creating a feeling of horror and disgust. In terms of emotional content, horrors can affect almost every emotion possible – raging from disgust to happiness, suspense and fear to relief. Horror games are interesting to analyze for several reasons. Horrors present a new challenge to players after years of game where the player must learn new fighting skills horrors required the player to escape from the threat. Horror games then continued to be produced, including The Lurking Horror (1987), Alone in the Dark (1992), Resident Evil (1996), Silent Hill (1999), F.E.A.R (2005), Dead Space (2008 and Slender (2012). Going back to the text based game Zork (1980) a section of the game had the player stumbling around a dark cave scared of being eaten by a Grue, a situation no one had experienced before in a game. The horror genre has featured in games since its creation. This introduction to Travis Fahs’ Alone in the Dark Retrospective illustrates the direction of this project. It’s that helpless feeling of be alone in the dark.” It’s the suggestion the subtle teasing of the subconscious the lonely creaking of the floorboard resonating throughout an empty hallway the slow advance around the corner the swelling sense of dread as the ever-present evil looms near refuses to reveal itself. “It isn’t what you see, but what you can’t see.
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