Horror Videogames and the Uncanny
Explore this paper's citation graph
Summary
This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames and suggests the unsettling psychological disturbance lurking behind the homely and the familiar is the primal site of the uncanny.
- Type
- article
- Published
- 2009-01-01
- Cited by
- 16
- References
- 15
- OpenAlex
- https://openalex.org/W24610861
- Semantic Scholar
- https://api.semanticscholar.org/CorpusID:8354907
Keywords
Uncanny, Avatar, Animation, Object (grammar), Aesthetics
References
- First Person: New Media As Story, Performance, And Game
- Computer Games: Text, Narrative and Play
- Game Cultures: Computer Games As New Media
- The Architectural Uncanny: Essays in the Modern Unhomely
- Simians, Cyborgs and Women: The Reinvention of Nature
- New Media Cultures
- Playing with Lara
- Simon Egenfeldt-Nielsen / Jonas Heide Smith / Susana Pajares Tosca (2008): Understanding video games. The essential introduction. New York / London: Routledge
- Trigger happy : the inner life of videogames
- Game Design as Narrative Architecture
Cited by
- Winning and losing in the hall of mirrors
- Animal Crossing: New Leaf and the Diversity of Horror in Video Games
- The differential effects of agency on fear induction using a horror-themed video game
- Return to Darkness: Representations of Africa in Resident Evil 5
- Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game
- Homesick for the unheimlich: back to the uncanny future in Alien: Isolation
- Glitch Horror: BEN Drowned and the Fallibility of Technology in Game Fan Fiction
- Spirits in the Aether: Digital Ghosts in Final Fantasy XIV
- Expansion, Excess and the Uncanny: Deadly Premonition and Twin Peaks
- ‘Aren't you Maria?’: The Uncanny and the Gothic in Silent Hill 2
- Angel Anxiety: Alice Angel as the Uncanny Presence in Bendy and the Ink Machine
- “Fear the Old Blood”: The Gothicism of Bloodborne
- "I Found it Cathartic": Exploring Empathy and Mental Health Awareness in Psychological Horror Video Games
- Expansion, Excess and the Uncanny: Deadly Premonition and Twin Peaks
- Mental Health | Atmospheres | Video Games
- Al final del pasillo
- Mundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical Games
- Gaminguistics: Proposing a Framework on the Communication of Video Game Avatars