El ‘survival horror’ enmarcado en la cultura del miedo: análisis de los videojuegos ‘amnesia’ y ‘visage’

IF 1.2 Q3 COMMUNICATION
Antonio Francisco Campos Méndez, Sara Rebollo-Bueno
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引用次数: 1

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 firstperson 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.
恐惧文化中的“生存恐怖”:电子游戏《失忆症》和《visage》的分析
在以恐惧文化为特征的背景下,了解这如何反映在不同的文化表现形式中是很有趣的,无论是文学、电影还是录像。这项研究确定了出现在生存恐怖游戏机制、动态和游戏玩法美学(MDA)中的情境特征和特征,这是一种将玩家作为第一人称主角并以死亡为主要吸引力的游戏类型。为此,我们对《失忆症:黑暗后裔》(Frictional Games, 2010)和《Visage》(SadSquare Studio, 2020)进行了MDA案例分析。由此得出的结论是,玩家对生存恐惧的重视程度甚至不是故事的一部分,或者如何避开敌人,因为这通常是玩家面对恐惧的唯一机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Index Comunicacion
Index Comunicacion COMMUNICATION-
CiteScore
1.60
自引率
12.50%
发文量
28
审稿时长
8 weeks
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