![]() ![]() A Sense of Fear and Anxiety in Digital Games: An Analysis of Cognitive Stimuli in Slender - The Eight Pages. As a stylistic device, Dudek describes his own gameplay session very precisely to fully steal the reader’s attention.ĭudek, B. He states that the findings of the article could be useful in future horror game development. Dudek also combined his observations with actual psychological data about cognitive stimuli which are responsible for creating the emotions of fear and anxiety. He also watched videos of other people playing it and read comments about the game from game reviews and online forums. This applies to gaming too, so when encountering an unwanted future self in a scary gaming situation, the player can feel fear or anxiety of their own instead of just embracing the character’s feelings.ĭudek played the game to gain personal experience so he could answer better which elements invoke these strong feelings. This transportation could lead to the change of self-concept which consists of self-schema and possible selves which are mostly ideas of wanted or unwanted future selves. He uses the theories of transportation-theorists who claim that some people see reading as transportation to ourselves. Dudek opens, that players get identified with the character by taking its perspective and sharing the same objective. ![]() As said, even without a clear narrative or an AAA-budget, games like Slender, which is mostly based on folklore and internet myth, can utilize different but well-combined mechanics and components of video games to create an intense atmosphere of being in the game world and even facing own fears instead of character’s fears. The other mechanics creating anxiety and fear in the game are the randomness of the villain’s appearances and the fact that the enemy stands still when facing it, whereas normally detecting a possible threat would cause a short freezing by the detector.ĭudek points out that creating fear and anxiety is one the most typical aspects of fiction, but only digital games manage to fully satisfy these demands. Dudek also argues that as the Slender Man is the only adversary in the game, it makes the situation much scarier than facing multiple enemies. ![]() ![]() However, the character’s movement is restricted by the map borders, exhaustion and capricious flashlight. The player is defenseless against the villain and running is the only way to escape the encounters. This strengthens the feeling of being in the game world. In the first-person, the player is put into the character’s position.
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