8-bit nostalgia and the uncanny: Horror as critique in Twine games

IF 0.2 0 HUMANITIES, MULTIDISCIPLINARY
Heather Osborne
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引用次数: 0

Abstract

As the video game medium has matured, nostalgia for earlier games and systems has grown, including through commodification of nostalgia by video game companies. Nostalgia contrasts a constructed ideal past in tension with an inadequate present. This doubled structure echoes how the uncanny distorts familiar spaces with unfamiliar dread. I explore how three indie Twine games create horror through their rhetorical and mechanical appeal to nostalgia. Tom McHenry’s Horse Master (2013) problematizes players’ empathy in resource sims; Michael Lutz’s the uncle who works for nintendo (2014a) examines the dangers of over-immersion in video games; and Christine Love’s Even Cowgirls Bleed (2013) critiques violent gameplay mechanics by taking them to their horrific extreme. These games’ aesthetic, mechanical, and thematic appeal to players’ nostalgia leads to a defamiliarization and ironization of the familiar, resulting in an uncanny horror. As a result, these games use the horror genre to critique unproblematized and commodified nostalgia in the video game community.
8位怀旧和神秘:Twine游戏中的恐怖评论
随着电子游戏媒介的成熟,对早期游戏和系统的怀旧情绪也在增长,包括通过电子游戏公司将怀旧情绪商品化。怀旧将紧张中构建的理想过去与不足的现在进行了对比。这种双重结构呼应了神秘是如何用陌生的恐惧扭曲熟悉的空间的。我探索了三款独立的Twine游戏是如何通过它们对怀旧的修辞和机械吸引力来制造恐怖的。汤姆·麦克亨利(Tom McHenry)的《马师》(Horse Master)(2013)在资源模拟游戏中问题化了玩家的同理心;迈克尔·卢茨的《为任天堂工作的叔叔》(2014a)探讨了过度沉浸在电子游戏中的危险;克里斯汀·洛夫(Christine Love)的《牛仔流血》(Even Cowgirls Bleed)(2013)批评了暴力游戏机制,将其推向了可怕的极端。这些游戏的美学、机械性和主题性吸引了玩家的怀旧情绪,导致了对熟悉事物的陌生化和讽刺化,从而产生了一种不可思议的恐怖。因此,这些游戏使用恐怖类型来批评电子游戏社区中未问题化和商品化的怀旧情绪。
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来源期刊
Horror Studies
Horror Studies HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.50
自引率
0.00%
发文量
9
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