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Survival Horror Games

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lightbulbAbout this topic
Survival horror games are a subgenre of video games that emphasize survival in a hostile environment, often featuring limited resources, puzzle-solving, and a focus on atmosphere and psychological tension. Players typically confront threats from monsters or other antagonistic forces, requiring strategic decision-making to progress and survive.
lightbulbAbout this topic
Survival horror games are a subgenre of video games that emphasize survival in a hostile environment, often featuring limited resources, puzzle-solving, and a focus on atmosphere and psychological tension. Players typically confront threats from monsters or other antagonistic forces, requiring strategic decision-making to progress and survive.

Key research themes

1. How do survival horror games utilize monstrousness and dehumanization to shape player engagement and moral responses?

This research area investigates the representation of monsters and the dehumanization of characters in survival horror games, focusing on how these design choices impact player perception of violence, moral justification for in-game acts, and emotional engagement. It is important because survival horror relies on eliciting fear and tension while negotiating the ethical boundaries of player actions and narrative immersion.

Key finding: The paper finds that the use of 'alternative blood' and rendering victims as monstrous in video games does not diminish the impact of violence but rather enacts a form of cultural and rhetorical violence by dehumanizing... Read more
Key finding: This study identifies that player experiences of in-game violence differ based on imaginative and emotional engagement, with moral emotion like self-repugnance mediating responses. In survival horror contexts, the framing of... Read more
Key finding: The work specifically notes that survival horror games use limited player vision (e.g., via flashlights) to heighten fear by restricting information, thus creating a dichotomy between illuminated safe spaces and dark unknowns... Read more

2. In what ways do sound design and narrative structures in survival horror games create layered immersive experiences that enhance fear and tension?

This theme addresses the multi-modal strategies survival horror games employ to foster an immersive atmosphere. It explores how sound (diegetic and nondiegetic), narrative framing (nested stories, mise en abyme), and player agency interact to generate psychological unease, sustain horror, and complicate the player’s sense of reality within and beyond the game world.

Key finding: The paper develops a theory linking horror spectatorship and gameplay through 'sensational horror' where physical, visceral reactions are provoked. In survival horror games, this physical engagement with sounds, audience... Read more
Key finding: The chapter explicates the role of jump scares and 'screamers' in survival horror, showing how these shock tactics engage players through repeated sensory disruptions that challenge player mastery and self-control. The... Read more

3. How does narrative agency and player interaction with nightmares contribute to the emotional impact and storytelling in survival horror games?

This research focuses on the unique narrative functions of nightmare sequences and player agency denial in survival horror games, examining how these mechanisms shape player empathy, emotional engagement, and the subversion of traditional fun gameplay to simulate trauma, fear, and helplessness critical for horror experiences.

Key finding: Analyzing nightmare sequences in Silent Hill 3 and Max Payne reveals that survival horror games intentionally deny player agency during these sequences to evoke feelings of helplessness and horror. This denial increases... Read more
Key finding: The paper explores how survival horror games like Silent Hill 3 use high cultural narrative references (e.g., Shakespeare) to elevate horror storytelling and player immersion through complex thematic layers, while contrasting... Read more
Key finding: This book argues that survival horror games’ narratives and mechanics are intricately linked to immersive player experiences and gender politics, showing how narrative agency influences identification and emotional... Read more

All papers in Survival Horror Games

The anticipation for Ghost of Yōtei was immense, fueled by the success of Ghost of Tsushima, a title that defined an entire generation of consoles with its breathtaking aesthetic and epic samurai storytelling. Developed by Sucker Punch... more
O artigo contempla uma discussão recente no domínio Letras e que envolve os possíveis pontos de contato entre a Escrita Criativa e a Teoria da Literatura, tendo em conta que as duas disciplinas se abrigam sob a mesma área acadêmica. Para... more
With the 'perfect marriage' between horror and video games has come a concomitant cultural studies discourse surrounding these games. Previously, while Carol Clover insisted that identification through the perspectival screen is poorly... more
Rem Michalski's "Burnhouse Lane" (2022) delivers a scathing repudiation of contemporary plutofascism.
The author has granted a non exclusive license allowing Library and Archives Canada to reproduce, publish, archive, preserve, conserve, communicate to the public by telecommunication or on the Internet, loan, distrbute and sell theses... more
Resumo O objetivo desse artigo é discutir a noção de sentimento enquanto representação proposto por Peirce e especular sobre suas influencias nos processos de comunicação. Trata-se de compreender os sentimentos como semiose, ou seja,... more
An analysis of what defines the genre of "Lovecraftian" and how it applies to video games using the Horror Pyramid as a tool of analysis.
This essay examines the connection between horror cinema and the lived experience of severe physical disability. Drawing on personal narrative and philosophical analysis, Lebedeva argues that the objectification, vulnerability, and loss... more
Recommended citation: Marcos-Huaman, R.; Gifreu-Castells, A.; Sayan-Casquino, Y. (2024). Players' Perception in Video Games with Horror Narrative: Analysis of the Audiovisual Features in Resident Evil. En P.C. López-López et al.(eds.),... more
Se incluye una traducción al inglés supervisada por el autor. An English translation supervised by the author is included. RESUMEN: Fear & Hunger es una saga de videojuegos de terror RPG (Role Playing Game), concebida, diseñada y... more
This study aims to explore the foundations of spider usage in games and how spiders are utilized in the fields of symbolism, anatomy, and psychology within game and popular culture concept designs. It will attempt to establish the... more
In the master's thesis named „Space in the Horror Franchise Night of the Living Dead,” space in George A. Romero's seminal horror franchise Night of the Living Dead is viewed through spatial theories of philosophers and literary critics... more
Ce texte se propose d’étudier la production de jeux vidéo du studio montréalais Red Barrels afin d’en saisir la richesse et l’exemplarité au sein du récent renouveau de l’horreur vidéoludique qui s’est opéré à travers une articulation du... more
This article analyses the manner in which two survival horror video games, Silent Hill 3 and Manhunt 2, remediate Shakespeare in their attempts to gain the legitimacy of art in the former case or reject the association between video games... more
Despite––and because of––its propensity for terrifying readers and viewers, horror has proven to be one of the most resilient and popular genres across all forms of media. Why are audiences attracted to a genre that causes fear,... more
Ces éléments d'analyse nous permettent de présenter et discuter les principes pédagogiques sur lesquels repose l'Enjmin et la relation entre cette pédagogie et les recherches menées dans le cadre du laboratoire CEDRIC. L'interaction dans... more
Human beings are surviving creatures. They will do whatever it takes to survive. However, as much as they are hell-bent on surviving, humans are also strangely fascinated with the concept of the apocalypse-that the world hosting us will... more
Trevor J. Blank and Lynne S. McNeill's Slender Man Is Coming: Creepypasta and Contemporary Legends on the Internet is a welcome contribution to an understudied subject. It is the first edited collection to treat the subject of Slender... more
Tujuan projek mi adalah untuk pembanguan aplikasi yang bernama "Integrated Environmental Protection Biofeedback Game (IEPBG) Using Galvanic Skin Response (GSR) Sensor" yang mana projek mi merupakan satu permainanan biofeedback yang... more
The article "Immersion: The Suspension of Reality in Horror Games" seeks to understand how the phenomena of immersion occurs during the experience of gaming. For this purpose, iconic survival horror videogames were analysed:
Malaysia is one of the countries with the highest car crash fatality rates in Asia. The high implementation cost of in-vehicle driver behavior warning system and autonomous driving remains a significant challenge. Motivated by the large... more
This article deals with the recent emergence of concepts linked to the pessimistic forecasts of the planetary future linked to global warming set out at the various Earth summits since Rio de Janeiro in 1992, and the IPCC reports that... more
Tujuan projek mi adalah untuk pembanguan aplikasi yang bernama "Integrated Environmental Protection Biofeedback Game (IEPBG) Using Galvanic Skin Response (GSR) Sensor" yang mana projek mi merupakan satu permainanan biofeedback yang... more
Existing game audio literature covers a plentitude of topics including practical areas such as production techniques, as well as theoretical areas such as terminology and taxonomy. However, these studies can still be considered somewhat... more
In the paper, a novel approach to simulation for game logic is proposed. It is based on the Cellular Automata augmented by grouping rules. The idea behind the proposed method uses local interaction on the cellular grid to obtain a global... more
Podstawowym celem artykułu było wprowadzenie spostrzeżeń i refleksji Davida Toopa, jak również proponowanych przez niego podejść analitycznych, do polskich badań kulturoznawczych oraz literaturoznawczych; mimo iż Toop i jego prace są... more
Ces éléments d'analyse nous permettent de présenter et discuter les principes pédagogiques sur lesquels repose l'Enjmin et la relation entre cette pédagogie et les recherches menées dans le cadre du laboratoire CEDRIC. L'interaction dans... more
Sadness has typically been associated with failure, defeat and loss, but it has also been suggested that sadness facilitates positive and restructuring emotional changes. This suggests that sadness is a multi-faceted emotion. This... more
The application of EEG-based emotional states is one of the most vital phases in the context of neural response decoding. Emotional response mostly appears in the presence of visual, auditory, tactile, and gustatory arousals. In our work,... more
Understanding what motivates a gamer to pay to play a game could enhance the gaming industry. One of the ways to understand game players experiences is through exploration via their text communication. This study explores text... more
This chapter offers a theory of moving-image horror based in the “sensational address,” the construction of mise-en-scène around the provocation of the viewer/gamer. It builds off of the tradition of theorizing horror film spectatorship... more
Chapter 2 continues the discussion of horror spectatorship/engagement across mediums by looking at jump scares and the fad of “screamers” found across the internet in the early days of YouTube. Screamers are extremely brief videos or gifs... more
List of Tables. 3.1 The 5 major brainwave states and frequency ranges 4.1 Classification result for pilot study Example 3. 5.1 Pre/post ICA statistical summary for electrode F3 5.2 Pre/post ICA statistical summary for electrode F4 5.3... more
The present paper discusses dystopia in the genre of horror on the basis of George A. Romero's zombie fi lms. Dystopia seems to be inextricably linked with the vision of the world in which the very structure of the society has been... more
Real time non-invasive Brain Computer Interfaces have a significant progressive role in restoring or maintaining a quality life for medically challenged people. This manuscript provides a comprehensive review of emerging research in the... more
Extracting mental and task performance state-information from a human in real time is a challenging scientific endeavour. In this paper, we attempt to understand if there is a relationship between the frontal cortex activities in the F3... more
One of the most common purposes of storytelling is to amuse the audience. Triggering different emotions and feelings is a common method for entertaining with stories. Among these, suspense is strongly linked to narrative, and delivering a... more
A Virtual Reality based training can be an interesting method to teach crowd managers and emergency responders how to act in emergency situations under pressure. Compared to watching Two-Dimensional Video, Virtual Reality is assumed to... more
To date engagement in face-to-face conversation has been studied almost exclusively through the post event measurement of self-reporting surveys or questionnaires. Electroencephalography (EEG) has been used for decades to examine brain... more
Estimation of human emotions plays an important role in the development of modern brain-computer interface devices like the Emotiv EPOC+ headset. In this paper, we present an experiment to assess the classification accuracy of the... more
Dimfrost's extraordinary "Bramble" opens the door to the indie open world videogames of the future.
The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users'... more
Detecting emotions in a learning environment can make the student-learning process more efficient, avoiding stressful situations that might eventually lead to failure, frustation and demotivation. The work presented here describes a... more
Podstawowym celem artykułu było wprowadzenie spostrzeżeń i refleksji Davida Toopa, jak również proponowanych przez niego podejść analitycznych, do polskich badań kulturoznawczych oraz literaturoznawczych; mimo iż Toop i jego prace są... more
Fatal Frame 2 (Project Zero 2 in Europe) is a Japanese survival horror game developed by Tecmo for PlayStation 2 that is widely considered to be a classic of the horror genre, drawing heavily on Japanese folklore and culture. It's use of... more
Detecting emotions in a learning environment can make the student-learning process more efficient, avoiding stressful situations that might eventually lead to failure, frustation and demotivation. The work presented here describes a... more
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