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Description: New York: Bloomsbury Academic, 2018. Title: The world of scary video games: a study in videoludic horror/Bernard Perron. Library of Congress Cataloging-in-Publication Data Names: Perron, Bernard. The author and publisher regret any inconvenience caused if addresses have changed or sites have ceased to exist, but can accept no responsibility for any such changes. All internet addresses given in this book were correct at the time of going to press. Bloomsbury Publishing Inc does not have any control over, or responsibility for, any third-party websites referred to or in this book. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. Cover design: Clare Turner Cover image © Red Barrels All rights reserved. viii-ix constitute an extension of this copyright page. The World of Scary Video Games A Study in Videoludic Horror BERNARD PERRONīLOOMSBURY ACADEMIC Bloomsbury Publishing Inc 1385 Broadway, New York, NY 10018, USA BLOOMSBURY, BLOOMSBURY ACADEMIC and the Diana logo are trademarks of Bloomsbury Publishing Plc First published in the United States of America 2018 Copyright © Bernard Perron, 2018 For legal purposes the Acknowledgments on pp.
Markiplier clone drone in the danger zone series#
Series Editors Gerald Voorhees, University of Waterloo Josh Call, Grand View University Katie Whitlock, California State University, Chico Synch to the rendering of the gruesomenessĭreadful listening and terrifying forewarningsĬhapter 10: Monsters meet scared player (-characters)ĪPPROACHES TO DIGITAL GAME STUDIES VOLUME 6 Series Review Board Mia Consalvo, Concordia University in Montreal James Paul Gee, Arizona State University Helen Kennedy, University of Brighton Frans Mäyrä, University of Tampere Toby Miller, University of California, Riverside Torill Mortensen, IT University Copenhagen Lisa Nakamura, University of Illinois Gareth Schott, University of Waikato Mark J. Third-person and first-person frightening regimes of audition Third-person frightening regime of visionįirst-person frightening regime of visionĬhapter 8: The frightening regimes of audition Scary virtual reality (2017 and the future.)Ĭhapter 7: The frightening regimes of vision The antipodal clusters: Fight or flight (2006-2016) The crystallization of the survival horror (1992–2005) The gaming apparatus: Technical and formal aspectsįigures of interactivity, actional modalities, and scare tacticsĬhapter 5: Thinking about the history of the videoludic horror genre, Part I: From teleology to the initial clusterĬhapter 6: Thinking about the history of the videoludic horror genre, Part II: Crystallization and bipolarity Good luck!”Ĭhapter 3: Something to fear: From the fictional to the videoludicĬhapter 4: Building the pyramid of scary video games: Toward the scare tactics of the videoludic horror genre Chapter 1: The horror: Falling into the arena of video game genresĬrossing paths with a “monstrous” conceptĬhapter 2: “You have once again entered the world of survival horror.
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