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SURVIVAL HORROR FRAMED IN THE CULTURE OF FEAR: ANALYSIS OF THE VIDEO GAMES 'AMNESIA' AND 'VISAGE'

Authors

Campos Mendez, Antonio , REBOLLO BUENO, SARA

External publication

Si

Means

Index Comun.

Scope

Article

Nature

Científica

JCR Quartile

SJR Quartile

SJR Impact

0.269

Publication date

01/01/2022

ISI

000830117700009

Abstract

In a context characterized by the culture of fear, it is interesting to know how this is reflected in different cultural manifestations, be they literary, cinematographic or videoludic. This study identifies the features and characteristics of context that appear in the mechanics, dynamics, and aesthetics of gameplay (MDA) in survival horror, a genre that places the player as a first-person protagonist and where death is the main attraction. For this purpose, an MDA case analysis of Amnesia: The Dark Descent (Frictional Games, 2010) and Visage (SadSquare Studio, 2020) is carried out. This leads to conclusions such as the importance the player attaches to survival of fears that are not even part of the narrative or, for example, how to avoid enemies, as this is often the player's only chance to confront their fears.

Keywords

Mass Culture; Videogames; Fear; Risk; Survival

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