“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES

Katarzyna Marak
{"title":"“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES","authors":"Katarzyna Marak","doi":"10.7494/human.2021.20.2.57","DOIUrl":null,"url":null,"abstract":"This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Witch (2019), developed by the Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players’ affective identification from the avatar to the companion character can cause players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.","PeriodicalId":30309,"journal":{"name":"Studia Humanistyczne AGH","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Studia Humanistyczne AGH","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7494/human.2021.20.2.57","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Witch (2019), developed by the Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players’ affective identification from the avatar to the companion character can cause players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
“如果狗死了,我就退出”:《女巫布莱尔》和当代心理恐怖游戏的问题
本文强调了当代心理恐怖游戏依赖于重复的故事情节和情节转折的方式,从而导致新游戏的可预测性,以及这种方式对沉浸感和玩家情感投入的负面影响。通过分析波兰工作室Bloober Team开发的游戏《Blair Witch》(2019)及其包含的动物伴侣,本文展示了将玩家的情感认同从角色转移到伴侣角色如何导致玩家忽视游戏的缺点。同时,通过将《Blair Witch》与其他类似的数字游戏文本并列,本文展示了游戏中的线性和对可预测比喻的依赖是如何被有效地包含具有适当机制的有趣同伴所掩盖的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
审稿时长
24 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信