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    GAMING AFTER DARK

    VISUAL PATTERNS AND

    THEIR SIGNIFICANCE FOR

    ATMOSPHERE AND

    EMOTIONAL EXPERIENCE

    IN VIDEO GAMES

    Ivana Mller

    MMA | 2009

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    GAMING AFTER DARK

    VISUAL PATTERNS AND THEIR SIGNIFICANCE

    FOR ATMOSPHERE AND EMOTIONALEXPERIENCE IN VIDEO GAMES

    Master Thesis for Obtainment of the Academic Degree

    Master of Arts in Arts and Design

    Author:

    Ivana Mller, BA

    MultiMediaArt, Salzburg University of Applied Sciences

    Refereed by:

    DI Felix Hummel BBakk. (Contentual Consultant 1)

    Josef Schinwald, MSc (Contentual Consultant 2)

    Salzburg, the 1st of August 2011

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    THANKS TO

    As this thesis became the center of my thoughts and actions for several weeks, Isincerely want to express my gratitude to following people who supported me all

    the way and helped me to finish this extensive work:

    First of all, I want to thank my fianc, Stefan Randelshofer, for your endless

    support, patience and your help with managing the final sprint. Besides, thank

    you for sharing moments of horror with me while play-testing some of the most

    creepy games Ive ever seen. I know its not very manly to admit, but I was glad

    not being alone in the dark.

    I want to express my utmost gratitude to my dear friend Daniel Schwaiger,

    without your support and good advice I would have never been able to come

    up with such a great topic. Thank you for encouraging me and helping me all

    the way. Also, many thanks for being such a great sparring partner; I feel now I

    would stand a chance against an attacking horde of zombies at least as long as

    it were a small horde.

    Many thanks to Daniela Wurhofer from the ICTS, for sharing your knowledge

    about patterns with me and encouraging me to realize the importance of this

    topic.

    I also want to thank my beloved cousin Nina Rozdobudkova for being my

    competent proof-reader and for supplying me with a never-ending amount ofsophisticated terms. I also feel honored that my thesis beat its other proof-reading

    contestants (a dryer manual and a collection of bank certificates) you had to work

    on simultaneously in being an interesting read.

    Met by a lucky accident, I want to thank Flurina Doser, for your support with

    the psychological part this thesis and her helpful literature hints.

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    Many thanks to Felix Hummel and Josef Schinwald, my contentual consultants.

    Thank you for your time, your great suggestions and helpful hints and especially

    for your interest in this rather unconventional topic.

    I am also very grateful to Michael Manf for your patience and advice as well

    as providing me with some interesting literature. In order to express my sincere

    gratitude I included Jacques Derrida into this thesis. The Hauntology chapter is

    dedicated to you.

    I especially want to thank Mr. Hans Bacher, who provided me with significant

    feedback during the pre-production of my master project and encouraging me tofollow my visual style as he considered it to be on the right track.

    Jana and Roland Mller, thank you, mum and dad, for your support from the

    almost 350km distance. I guess I should also thank our telecom provider for its

    moderate tariff, as our talks where rather extensive.

    I want to thank my brother, Robin Mller, who informed me in detail about the

    horrors of Amnesias monster design. I was really happy that you were in such

    talkative mood for once.

    Stefanie Eilenberger thank you for enduring my endless rants. Having to face

    that horde of zombies, Id prefer you on my side.

    And finally, I want to thank TOSHIYA for your endurance and loyalty. You

    didnt let me down, even after almost four years of not having your systemreinstalled at all. Ill fix that next week for sure I promise.

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    DECLARATION OF ACADEMIC INTEGRITY

    I declare that I, Ivana Mller, born on 10. 06 1987 in Bratislava, have followed

    the principles of academic workflow to the best of my knowledge and belief and

    that I am the sole author of the present work. No external sources beside those

    listed were used for its composition.

    I assure that I have not submitted this master thesis, neither nationally nor

    internationally, in any form as an examination paper and that this thesis

    matches to the copies submitted to the contentual consultants.

    Salzburg, the 1st of August 2011

    0610429031

    Ivana Mller Matriculation Number

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    OVERVIEW

    Name and Surname: Ivana Mller

    Institution: Salzburg University of Applied Sciences

    Study Course: MultiMediaArt

    Title of the Thesis: Gaming after Dark

    Visual Patterns and Their Significance for Atmosphere

    and Emotional Experience in Video Games

    Contentual Consultant 1: DI Felix Hummel BBakk.

    Contentual Consultant 2: Josef Schinwald, MSc

    Keywords: 1. Visual Pattern

    2. Video Game

    3. Atmosphere

    4. Experience

    5. Fear

    6. Survival

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    ABSTRACT

    The following thesis deals with the issue of style definition that is essential for

    atmosphere and immersion in video games. Since the graphics of the games have

    evolved drastically in the past years, next gen consoles provide an almost cinematic

    experience. And as an emotional experience is doubtless all about the ambiance,

    the choice fell on the genre that, as almost no other, has the requirements for

    evoking intense feelings the survival horror games. As todays games are known

    for creating tension and fear with the help of intriguing aesthetics, the focus lies

    on artistic factors of over-arching light-and-dark contrasts, improved with eerily

    luminous visual accents introduced in almost realistic but uncanny desaturated

    game worlds. After analyzing essential aspects of fear itself and discussing all

    relevant components that play a role in succeeding with an emotional experience,

    the paper further deals with the principles of patterns. Originally introduced

    for solving architectural design problems, patterns soon proved their popularity

    among other fields too, becoming useful even for game design. Taking this matter

    a step further, this thesis pursues the concept of introducing the novel idea of

    visual patterns into the artistic field of expertise. Taking advantage of some

    groundbreaking representatives from the survival horror genre, six games are

    carefully analyzed from the point of view of their aesthetic features. In the final

    iteration, results from theses analyses are evaluated and resumed in an attempt

    to create a collection of visual patterns. Such patterns should, in further extent,

    present a visual guidance and well inspiration for artistic concepts. This work will

    introduce the concept of such visual patterns, adapted to artistic terms, establish

    their relevance and illustrate the advantages of putting them in use.

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    KURZBESCHREIBUNG

    Die vorliegende Arbeit befasst sich mit der Problematik der Stilfindung, die

    essenziell fr Atmosphre und Immersion bei Video Spielen ist. Whrend sich in

    den letzten Jahren die Qualitt der Grafik um ein Vielfaches gesteigert hat, bieten

    Next Gen Konsolen dem/der SpielerIn bereits nahezu kinoreife Erlebnisse. Weil

    eine gefhlsnahe Erfahrung auf ein gekonnt inszeniertes Ambiente zurck zu fhren

    ist, fiel die Wahl auf ein Genre, das zweifelsohne gute Voraussetzungen besitzt,

    intensive Emotionen und ngste hervor zu rufen die Survival Horror Games.

    Da die modernen Spiele die Spannung durch faszinierende sthetik untersttzen,

    wird der Fokus dieser Arbeit zunchst auf die allgegenwrtigen Kontraste von hell

    und dunkel gelegt, hervorgehoben durch die Unbehagen hervorrufenden visuellen

    Akzente in einer nahezu realistisch erscheinenden, jedoch zur Gnze entsttigten,

    feindseligen Umgebung. Um sich solch einer klassischen Horror-Stimmung

    anzunhern, werden zunchst die essenziellen Bestandteile analysiert, die dazu

    beitragen, dass der/die SpielerIn in eine homogene und authentische Spielwelt

    eintauchen kann. Diese basieren nicht nur auf sthetischen Komponenten, sondern

    sind ebenso Ergebnisse gekonnt angewandten Gamedesigns und Storytellings. Da

    der Fokus jedoch weitgehend auf der Etablierung Visueller Patterns liegt, befassen

    sich die darauf folgenden Analysen zunchst mit einer bersicht des Themas

    Patterns im Allgemeinen. In weiterer Folge wird zur Eingrenzung der Thematik

    die Anwendung der Patterns im Game Design beschrieben und anschlieend

    das Konzept einer innovativen Idee der Visuellen Patterns vorgestellt. Im letzten

    Teil der Arbeit werden sechs Spiele, die als reprsentativ fr das Survival Horror

    Genre gelten an Hand ihrer sthetischen Merkmale analysiert. In der folgendenIteration werden die Ergebnisse ihrer Analyse ausgewertet, praktisch angewandt

    und resultieren in einer Sammlung von Visuellen Patterns. In ihrer ausgereiften

    Version sollten solche Patterns visuelle Orientierungshilfe leisten und Inspirationen

    fr den kreativen Prozess liefern. Diese Thesis wird nun das Konzept solcher

    Visuellen Patterns vorstellen, ihre Relevanz fr den Art Bereich definieren und

    die Vorteile hervorheben, die durch ihren gezielten Einsatz entstehen knnen.

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    INDEX

    Introduction

    1. Emotions and Fear in Video Games

    1.1 A Short Overview of the Psychology of Emotions

    1.1.1 Overview of Emotion Theories

    1.1.2 Transfer of Emotions through Media

    1.1.3 Sensation-seeking, thrill and suspense

    1.2 The Attractions of Gaming After Dark

    1.2.1 The Basics of Suspense

    1.2.2 The Pleasures of Limitation

    1.2.3 Emotions of Horror

    1.2.4 Jacques Derridas Hauntology

    1.2.5 The Pleasures of Fear

    1.2.5.1 Theory of Sensation-seeking

    1.2.5.2 Theory of the After-Horror-High

    1.2.5.3 Theory of Social Benefits1.3 Mechanics of atmosphere and mood in games with

    the focus of the survival horror genre

    1.3.1 The Four Basic Elements in Games

    1.3.1.1 Aesthetics

    1.3.1.2 Mechanics

    1.3.1.3 Story

    1.3.1.4 Technology

    1.3.2 Approaching the Immersive Experience 1.3.2.1 Components of Immersion

    1.3.2.2 Asymmetrical Gameplay

    1.3.2.3 Flow

    1.3.2.4 The Two Factor Theory in Terms

    of the Difficulty of Gameplay

    1.3.2.5 The Art of Telling a Creepy Story -

    You killed Mary again?

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    1.3.2.6 Sound Content

    1.3.2.7 Visual Content

    2. Patterns

    2.1 Pattern Language by Christopher Alexander

    2.2 Patterns in Game Design

    2.2.1 Characteristics of Game Design Patterns

    2.2.1.1 Semiformal Descriptions

    2.2.1.2 Interrelated Descriptions

    2.2.1.3 Hierarchies of Patterns

    2.2.1.4 Intentional or Emergent Presence 2.2.2 Analysis and Validation of Game Design Patterns

    2.2.2.1 Structural Analysis

    2.2.2.2 Play Testing

    2.2.3 The Nameless Quality a.k.a.

    The Properties of Living Things

    2.3 Visual Patterns

    2.3.1 Deduction of Visual Patterns by Analyzing Games

    2.3.2 Relevance of Visual Patterns

    2.3.3 Distinction of Features for Visual Patterns

    2.3.3.1 Style

    2.3.3.2 Colour-Look and Scene Temperature

    2.3.3.3 Light

    2.3.3.4 Environment Art and Architectural Geometry

    2.3.3.5 Character- and Monsterdesign 2.3.3.6 Visual Contrasts during Encounter

    2.3.3.7 Visual Semantics

    2.3.4 Visual Pattern Template

    3. Applying Visual Patterns

    3.1. Analysis of Survival Horror Games based on Visual Features

    3.1.1 Dead Space I

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    3.1.2 Silent Hill 2

    3.1.3 Alan Wake

    3.1.4 Amnesia: The Dark Descent 3.1.5 Project Zero

    3.1.6 Haunting Ground

    3.2 Construction of Visual Patterns

    3.2.1 Visual Pattern for Style of the Survival Horror Genre

    3.2.2 Visual Pattern for Colour-Look and Scene Temperature

    3.2.3 Visual Pattern for Light

    3.2.4 Visual Pattern for Environment Art and

    Architectural Geometry 3.2.5 Visual Pattern for Monsterdesign

    3.2.6 Visual Pattern for Visual Contrasts during Encounter

    3.2.7 Visual Pattern for Visual Semantics

    4. Conclusion

    Bibliography Literature

    Bibliography Online

    Bibliography Figures

    Bibliography - Games

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    LIST OF ABBREVIATIONS

    BS boredom susceptibility

    cf. compare

    DIS disinhibition

    ES experience seeking

    ff. following lines or pages

    FMX Conference on Animation, Effects, Games and Interactive Media

    ib. ibidem

    n/a not available

    TAS Thrill and adventure

    UDK Unreal Development Kit

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    INTRODUCTION

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    Introduction 2

    Nowadays is an important time for video games, as they slowly mature in

    terms of technology, design extent and sophisticated aesthetics. While their

    predecessors, consisting of a limited amount of almost countable pixels, had

    a hard time invoking the players emotional responses, modern games provide

    multiple approaches create already intense, cinematic experiences. Playing video

    games is an emotional experience. This should be nothing new to anybody who

    spent some time with a gamepad or a joystick in his/her hand. But what are the

    reasons that cause emotional responses and how does a visual style influence

    what emotions the player is likely to experience? My motivation for dealing with

    aspects of atmosphere and experience resulted in the master project that was

    developed within the two years of my master studies. It was a game, featuring a

    mix of the adventure, 3rd person shooter and survival horror genre.

    The game entitled Sidelivesfollowed a very unique visual style, trying to break

    norms and conventions of classic games, such as those produced for the massmarket that are under pressure of success and mostly falling back to established

    visual language. As it was the final university project, Sidelives provided the

    freedom of experiencing with various approaches. The final decision of the art

    direction was to pursue a highly illustrative style, based on water colour and ink.

    Provided with mood art rather than real concept art, it was a very challenging

    time, trying to figure out the appropriate ways of implementation that would

    meet the artistic requirements. One of the main goals of the game was to immerse

    the player within an atmospheric experience, mainly based on intriguing visuals

    and present an eerie environment, deserted and filled with evil presence.

    I was mainly responsible for texturing and shading and many times, I found

    myself rather clueless and wondering how to translate certain visual aspects into

    the shading networks of the engine. Even though we were developing with the

    Unreal Engine3, which is with no doubt a powerful tool, one was often limited by

    the visual trademarks, automatically suggesting to follow the well-known, specific

    UDK-style. It took a big deal of research to figure out how to proceed and it

    puzzled me again and again, as I was re-changing textures for the fifth time in

    1) Sidelives Team (2011): Sidelives: Synopsis. In: http://www.sidelives.at/game, as of August 1st 2011.

    In the utopian futuristic city Taion, where people consider sleep a malfunction

    of the body and an unacceptable imperfection, a giant competition, The Sidelives

    Tournament is held for 100 civilians, with only one rule to follow: You must not

    sleep. During the contest, the city is suddenly hit by a huge tremor, when a dark

    mass called Void, which is the source of energy in the urban area, breaks free

    from its pipes and tubes and floods huge parts of the city, devouring everything

    and everybody touched by it1

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    Introduction 3

    the same level, trying to follow the art style and preserve the flat and planar style

    in a three dimension environment. During the months of experimenting, I often

    wished for some artistic guidance that would support certain decisions and suggest

    different techniques of approach. This is where the idea of visual patterns was

    born. Patterns are very efficient templates for problem-solving issues and present

    a handy, reusable model, applicable in various situations within a certain context.

    Even though the pattern language was introduced in architectural design first,

    soon it became very popular and was adopted in different fields of expertise, such

    as software engineering or user experience of human-computer interaction. Lately

    they have also become important for video game design, providing many effective

    problem-solving approaches. So having programmers and game designers using

    patterns, I wondered, why artist were apparently the only ones left without thepossibility of using them. One might argue that art is not something that could be

    limited by pre-defined parameters or that using them might decrease creativity and

    an individual approach and artists might falling into plain stereotypes, following

    all the same principles. But those fears are unsubstantiated as patterns are by no

    means something repetitive. They should be mainly considered as hypotheses and

    collections of ideas in order to inspire different applications. As certainly every

    artist agrees it is much easier being creative if one knows the tools and masters

    various methods of expertise. Being familiar with the wide range of possibilities

    might only increase creativity, safe plenty of time and occasionally even lead tonovel approaches and styles.

    Following these assumptions, there is one central question the whole thesis

    revolves around:

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    Introduction 4

    What are the factors

    that contribute to the

    creation of atmosphere

    and immersiveexperience in video

    games and is it

    possible to constructvisual patterns which

    would support these

    factors if introduced

    into games, such as the

    survival horror genre?

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    Introduction 5

    As exploring this topic in terms of atmosphere as such would definitely break

    the mould of this thesis, I decided to focus on the genre of survival horror games

    for three reasons. First, they provide a significant and distinguishable palette of

    visual characteristics, second this genre played an important role in the content of

    Sidelives and its aesthetic appearance and finally, survival horror games contribute

    much to the players experience, succeeding to evoke emotions to an extent, as

    no other genre does.

    Within the three main chapters, this work tries to find answers and present

    various solutions and approaches for this issue. The first part EMOTIONSANDFEARS

    INVIDEOGAMES deals with numerous aspects concerning emotional experiences

    during play. Starting with a short psychological overview of the key-features

    about emotions and fear, it continues with social aspects in regard of attractionsand pleasures provided by experiencing horror in media. The final part analyzes

    atmosphere in games and the factors that are crucial for succeeding in creating

    an emotional experience.

    The second chapter PATTERNS comments on patterns in their basic field of

    expertise, as they were introduced to architectural design in the first place. In

    order to narrow the context, the further part deals with pattern, as used in game

    design, showing their modified approach in a novel field. Taking this idea up,

    the following chapter introduces the concept of visual patterns, adapting them to

    artistic terms and also trying to establish their relevance and properly illustratingtheir advantages. Finally, a template for visual patterns is constructed and put

    in use in the third chapter APPLYINGVISUALPATTERNS. This section consists of

    two parts. First of all, the famous and trend-setting survival horror games Dead

    Space I, Silent Hill 2, Alan Wake, Amnesia: The Dark Descent, Project Zero

    andHaunted Ground are going to be analyzed in regards of their visual means,

    responsible for contributing to atmosphere and emotional experience. Afterwards,

    the results of the analysis will be evaluated and implemented to the template

    and resulting in the creation of several visual patterns. The final pages of the

    conclusion will provide a critic discussion about creating emotional experiences

    in games, the possible success or fail of such visual patterns in terms of artistic

    approach and further suggestions of additional use as well as future prospects.

    Finally, it is important to note that this thesis does not raise a claim to create

    a completeness of new patterns, as that would go beyond the scope of a master

    thesis, rather this work tries to introduce the basic idea of applying patterns in

    graphical fields of expertise as well. Visual patterns, conducted by the analysis of

    this paper are meant to be seen as the main outline of this idea.

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    1

    EMOTIONSAND FEARIN VIDEOGAMES

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    Emotions and Fear in Video Games 7

    1.1 SHORT OVERVIEW ABOUT THE PSYCHOLOGY OF EMOTIONS

    This first chapter will provide a short and basic overview of the main components of

    emotions and moods based on psychological foundations. As a detailed description

    of this topic would certainly go beyond the scope of this media-oriented thesis,

    this part will only list aspects that are relevant for further understanding of the

    subject.

    As human beings, people have an innate understanding about the principles of

    emotions. One important thought deals with the question on how are emotions

    produced and why one has them. By attempting to simulate natural systems, the

    very first thing to resolve is the nature of a certain system and its purpose andreason for being, because very few, if any systems at all in the natural world seem

    to exist for no reason. Emotions are an integral part of our decision-making

    systems. Emotions tune our decisions according to our personalities, moods, and

    momentary emotions to give us unique responses to situations presented by our

    environment.2 According to psychologists Meyer, Reisenzein and Schtzwohl,

    there is a difference between the terms emotionand mood. Emotionsare temporally

    limited, unique and specific occurrences like happiness, fear or rage. They are

    current, object-oriented mental conditions of a certain quality, intensity and

    duration, consisting of three aspects: the aspect of experience, the psychologicalaspect and the aspect of behaviour. Mood on the contrary, is characterized

    by lesser but longer lasting level of arousal, significant for the absence of the

    object-oriented feature. This means that the causes for moods are often not

    directly obvious. These definitions are based on the assumption that emotions

    are triggered by specific events and can be distinguished in terms of their quality

    (as happiness is experienced on a completely different emotional level than rage

    or fear). The three aspects of emotions mentioned above are also foundations

    for various emotional theories. Some of those theories focus on daily experiences

    and look for so-called basic emotions. Rudimentary approaches to evolutionary

    biology are also part of these theories, as they assume that elemental emotions can

    be also found within the animal world. Exponents of such evolutionary biological-

    based theories assume that emotions are inherited, adaptive forms of behaviour

    that evolved in order to support the individual to survive and to adapt a variety

    of different, situational behaviour-structures.3

    2) Cook, Daniel (2007): Constructing Artificial Emotions: A Design Experiment. http://www.gamasutra.com/view/feature/1992/constructing_

    artificial_emotions_.php?page=2, as of July 17th 2011.

    3) cf. Batinic, Bernad / Appel, Markus (2008): Medienpsychologie. Heidelberg: Springer Medizin Verlag. p.150 ff.

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    Emotions and Fear in Video Games 8

    1.1.1 Overview of Emotion Theories

    The reason why there is need for unique responses to situations instead of

    uniform ones lies beyond the individual at humanity as a group of society.

    Basically, personality has evolved as a problem-solving mechanism, to enable

    human beings to achieve a highly effective potential of dealing with various

    situations. Furthemore, emotion could be regarded as an emergent system in

    terms of its ability to interact with the society rather than acting in isolation. 4

    According to Izard, there are ten fundamental emotions that define the main

    motivational system of human beings:

    Interest Excitement

    Pleasure Happiness Astonishment Shock

    Grief Pain

    Anger Rage

    Disgust Revulsion

    Disdain Contempt

    Fear Horror

    Timidity Humiliation

    Feelings of guilt Regret5

    Izard assumes that each of those fundamental emotions has a unique feature. He

    claims that emotions interact with each other, intensifying some and weakening

    others. They also have impact on various procedures of homeostatic, drive,

    perception, cognitive and motoric actions. According to Plutchik, emotions

    are based on cooperation between cognitive situational impressions, subjective

    feelings, psychological arousal and behavioral impulses. Emotions merge with

    other constructs such as personality characteristics and can be classified as primary

    or secondary emotions. Plutchiks theory also deals with the intensity of emotions

    and their resemblance.

    The second line of theories about emotions is known as dimensional emotion

    theories. It states that emotion is a result of one or multiple characteristics of

    various dimensions. Currently there are still some discords about the issues of

    those dimensions, as Wundt suggests that they are among the three foundations of

    tension solution, passion aversion and excitement calming. But according

    to Schlosberg, they are represented trough two dimensions of pleasantness

    unpleasantness and orientation avoidance. This theory is based on various

    4) Cook, Daniel (2007) ib. as of July 17th 2011.

    5) cf. Batinic, Bernad / Appel, Markus (2008) ib. p.151.

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    Emotions and Fear in Video Games 9

    experiments using photographs showing different scenarios and the resulting

    mimic responses of the test objects.

    Other approaches can be found among cognitive-evaluation theories with

    a strong focus on various appraisal-theories. The fundamental appraisal theory

    was introduced by Scherer in 1990 and describes the occurrence of emotions as

    cortical and sub-cortical processing mechanisms of intern and extern stimulation,

    neurophysiologic patterns, motoric expression, motivations and feelings. According

    to Scherer, emotions are conditions of different organismic sub-systems. He claims

    that not every mood-change might be described as emotion, as emotions occur

    only if correlating changes of positing sub-systems emerge, which means that the

    result is a subjective change of a stable baseline condition. This theory suggests

    that emotions are always a sign of a balanced organism even if they are positive,such as strong happiness they automatically mobilize all vital resources to a

    synchronized action. Summed up the references, the procedure of experiencing

    emotions starts with information processing on a cortical or sub-cortical level and

    leads to changes of the balanced state of all five sub-systems. Such changes are

    responsible for complex correlations and synchronizations of system-states. The

    whole processing capacity is focused on the trigger. The emotional experience

    ends as soon as the synchronization and the interaction of the sub-systems relieve

    and they take over their usual specific tasks again. The intensity of an emotional

    experience depends on the novelty of an irritant, the intrinsic pleasantness, thegoal significance, the coping potential and the compatibility standards.

    The final approach is the so-called three-factor theory by Zillman, introduced in

    2004 and describes three essential parts of emotion as a dispositional component,

    an arousing component and the experience component. This theory differs

    from the others based on its assumption about automatic emotional reactivity.

    Zillman argues that some strong emotions, e.g. shock are hard-wired. While other

    emotions are results of complex biological procedures, some other do not need

    planning or thinking and are beyond conscious control. Aspects of automatic

    emotional reactivity are also supported by various recent studies. This theory also

    states that even though such reactions are subconscious, a cognitive validation

    still takes place afterwards, which leads to an instant change of reactions related

    to the trigger event. This leads to an affective disposition to look for or avoid

    such triggers in future.6

    There is also one last interesting theory that was introduced at the beginning

    of the 20th century, claiming that emotions are psychological malfunctions and

    should not occur at all. The foundation of this theory was the idea that emotions

    6) cf. Batinic, Bernad / Appel, Markus (2008) ib. p.151 ff.

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    just reflect situations that the human being cannot cope with. E.g. fear emerges

    only if one is not able to run, anger exists only if one is not able to defeat his/her

    opponent. The supporters of this theory claimed that emotions are unnecessary

    and even harmful for a healthy personality as they weaken the attention and

    reasoning and are responsible for actions that people regret afterwards. This bold

    theory was soon disproved through two essential aspects. First of all, happiness

    does not result from unsolved problems and second, emotions have adaptive

    functions and are vital for survival of the individual: the fearful person runs,

    the aggressive person fights back. Charles Darwin briefly states that the role of

    emotions is surviving.7

    1.1.2 Transfer of Emotions through Media

    As human beings are not only exposed passively to emotions, there are also

    possibilities of creating emotions artificially. A rather easy way is the construction

    with the help of media. Two main theories are going to be described in this

    section, trying to explain, why it is possible to experience emotions without the

    trigger that is usually essential. One attempt deals with the construct of presence

    in order to compare virtually mediated reality to the experienced reality and the

    second one describes neuronal representations of specific triggers that are able toevoke emotional responses.

    The first concept of presence is also called tele-presence and defines the

    psychological predominance of virtual experiences over immediate, real ones.

    Basically, tele-presence is simply the condition that appears during a reception

    of contents processed by the media. The interesting point is that the media itself

    fades into the background while the subjective experience becomes the primary

    thing, people are focused on, even if they are physically somewhere else. This

    means, if one watches the protagonist crying in pain, s/he emotionally gets

    attached to the character and experiences empathy, even though one is not at the

    same place as the protagonist and strictly speaking even does not have anything

    to do with that situation. According to Lombard and Ditton, there are at least six

    correlating conceptions of such constructs of presence:

    - Social comprehensiveness of information

    - Perceptual and fictive contact with reality

    - Tele-presence that conveys the feeling of sharing

    the same space with virtual protagonists

    7) cf. Zimbardo, Phillip G. (19957): Psychologie. Berlin: Springer-Verlag. p.442.

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    - Construct that supports immersion

    - Construct that refers on social interaction with the medium

    - Social reaction towards the medium itself8

    Those aspects refer to the phenomenon of emotional changes that get triggered

    by media reception and affect the level of reality one experiences even with

    completely fictional content. This connection can also be reversed by intentionally

    seeking distance to the medium which occurs mostly during too horrific events

    that one is not willing to experience to such extent any longer.

    Another approach is based on the three-factor theory by Zillmann and refers

    to the importance of emotional memory that is essential for experience and one

    of the main reasons why fictional triggers work that well. Even iconic or symbolicrepresentations of triggers can evoke the same emotional reactions, and such

    reactions can be reinforced through considerations about arguments with the

    trigger-media as well. This means that an image or a clip of a snake can trigger

    the same emotional responses of threat as a real snake might evoke. Such reactions

    can even arise when one has never really experienced a threat by a snake in real

    life before. As emotions need a certain time to release, it is possible to strengthen

    upcoming emotions as they do not occur onneutral ground,but already on a

    triggered post-emotion. Many emotions triggered shortly after each other leads

    to a more intense experience and is called excitation transfer. The media haveevolved this trend skillful as they introduced more emotionally touching and

    evoking topics, combined with short cuts, shock effects, close-ups on the actors

    in full emotion and odd cinematography to assure a constantly high level of

    excitation.

    1.1.3 Sensation Seeking, Thrill and Suspense

    It is obvious that some people seem to prefer experiencing fear and horror rather

    than others. Psychologists think that is has mainly to do with emotional specific

    application motives and personal characteristics. The term suspense describes

    the emotional condition that builds up slowly with a certain involvement within

    the received process. It is tightly linked to the feature of sensation seeking. It is

    assumed that people, suffering from the sensation seeking drive are constantly

    under-stimulated and therefore look for an appropriate level of excitement.

    Zuckermann does not hesitate to profile such people in a rather controversial way:

    8) cf. Batinic, Bernad / Appel, Markus (2008) ib. p.155 ff.

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    They love risks and exciting situations, prefer dangerous sports, look for sexual

    adventures, have a low inhibition threshold towards psychoactive substances and

    attract attention through their risky behaviour in road traffic. This personality

    trait is also portrayed with the feature of curiosity that is known to be important

    for infants in the first place. In terms of evolutionary biology, sensation seeking

    characteristics might even be regarded as a positive trait. Beauducell and Brocke

    introduced the sensation seeking scale in 2003 that deals with the different

    elements of this characteristic.

    - thrill and adventure seeking

    (TAS the search for unusual irritants trough physical actions,

    such as adventures)

    - experience seeking(ES search for sensorial experience through cognitive stimulation)

    - disinhibition

    (DIS search for stimulation through social encounter)

    - boredom susceptibility

    (BS intolerance against boredom)9

    The feature of thrill and sensation seeking is a common characteristic of fans

    of the horror genre, as presented by the media. This feeling is based on the

    awareness of an immediate danger and the resulting hope of the individual thats/he will survive the situation and fear, resulting from a certain horrific event. It

    is the trust that afterwards, one can return home unharmed, to a safe location.

    This context is essential for media and the reason why people with sensation

    seeking traits tend to regard fearful and horrific experiences as pleasurable within

    the setting of a movie or a game, etc. Zillmann pointed out the slight obvious that

    the content of a medium has direct connections to the degree of arousal for the

    recipient, as watching nature documentaries cannot compare to the excitement

    experienced while watching action or horror movies.

    9) cf. Batinic, Bernad / Appel, Markus (2008) ib. p.160.

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    1.2 THE ATTRACTIONS OF GAMING AFTER DARK

    In this upcoming chapter, various approaches to the success of survival games

    and their techniques will be discussed, as well as some philosophical aspects

    that outline the appeal of the so-called Hauntology, and finally the ambivalent

    pleasure that emerges from voluntarily empathizing with the horror.

    Almost the very beginning, video games became an established entertainment, they

    seized on the idea of the horror genre. Starting with plain, text-based adventures,

    people had the chance to experience fear in a rather interactive way through a

    medium for the first time. Stumbling around dark caves, hiding from ambiguous

    creatures and running for their lives it was a new type of horror, one that didnot only involve watching another person try to survive, or eventually die, but to

    experience it oneself, as the player of the game. Any chance of redemption, failure

    or possible success would require facing death, again and again in order to gain

    victory in the end. Since the straightforward games based on textual interaction

    such as Zork (Mark Blank and Dave Lebing, 1980), the genre has evolved in

    many ways. From the first graphical adventures like Mystery House (Roberta

    and Ken Williams, 1980) to a more finely crafted horror in The Lurking Horror

    (Dave Lebing, 1987), the genre finally achieved the level of suspense with games

    that remain important representatives to this day, such as Resident Evil(ShinjiMikami, 1996), Silent Hill (Keiichiro Toyama, 1999), The Suffering (Richard

    Rouse, 2004), F.E.A.R.: First Encounter Assault Recon (Craig Hubbard, 2005)

    and Dead Space(Brett Robbins, 2008).10

    1.2.1 The Basics of Suspense

    Taking a step back in order to analyze another immensely successful medium

    films such suspense-horror-driven themes have mainly focused on life-and-

    death struggles within an insane world, and protagonists who have to face pure,

    inhuman evil. One quick look at some famous examples like Nosferatu (F.W.

    Murnau, 1922), Night of the Living Dead (George A. Romero, 1968), Alien

    (Ridley Scott, 1951) or Ringu(Hideo Nakata, 1998) shows one common trait that

    apparently ensures a high quality horror experience: The evil portrayed in those

    films is far from explained extensively, if at all. That the antagonist is deadly

    dangerous and possesses inhuman powers is much more shown through his/

    10) cf. Rouse, Richard (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company, Inc.,

    Publishers. p. 15.

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    her actions, so the audience would never blame the hero for killing it in an act

    of obvious self-defense. This very approach in games can be traced back even to

    the Space Invaders, where the player is thrown into a pretty blank environment,

    exposed to enemies and forced to overcome the dangerous situation with a clear

    kill-or-survivemotivation11: The evil forces are numerous and all deserve to

    die.12

    In the genre of survival games, this device works in a similar manner, even

    though a bit more subtly. Combined with a rather fair plot that is easily to

    understand, at least in its basics, the nuances of the horror are mainly worked into

    the environment and the characters. And since suspense works the better the less

    is explained, the more things are left to the players imagination, the more it mapsto the storytelling and ensures a successfully frightening experience. In horror,

    the way the audience fills in the blanks will be far more disturbing than anything

    a writer could possibly come up with.13Horror is a convenient genre for video

    games as it creates a fairly familiar world, but then offers the possibility to add

    disturbing twists to change it into something special and fantastic. Following this

    rule, most of the horror stories are placed in highly recognizable environments

    the player can easily identify with, in order to make slight and unusual changes

    likely to be noticed. Once facing the danger that invaded such familiar locations,

    the player does not question the different rules and unique game play elements,as it appears to be clear that they are a result of an altered reality.

    1.2.2 The Pleasures of Limitation

    Survival horror games unfold in static game spaces. They do not so much create

    an environment for experimentation as present a world where the single solution

    to individual puzzles must be discovered. Survival horror is closer to ludus than

    paidia, characterized by closed systems, limited participation, dichotomized worlds

    divided between good and evil, a sense of centralized authorship, and moral

    certainties.14

    The term ludic might be best explained by the simple rule: you have to do X

    in order to achieve Y and become the winner. The gaming principles of survival

    games strongly contrast with simulation-oriented games, as they are binary rather

    than dynamic systems and work with information instead of rules. The player

    of a survival horror video game is internal-exploratory, rather than external-

    11) cf. Rouse, Richard (2009) ib. p. 16.

    12) Rouse, Richard (2009) ib. p. 16.

    13) Rouse, Richard (2009) ib. p. 17.

    14) Kirkland, Ewan (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company, Inc.,

    Publishers. p. 63 ff.

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    ontological.15His/her main task is to guide a rather helpless, fragile character

    through the game world, inhabited by much more powerful foes that usually

    attempt on the protagonists life. As opposed to this setting, in other genres

    the player is given a strong character and more importantly the chance to craft

    his/her powers to surpass the enemies in the long run. While the player in

    these genres is also privileged to influence the game world around him or her,

    there is no such possibility within the survival game. Those games contain only

    prefabricated scriptons that occur from the combination of player and game

    and can be characterized by static interpretation, not only manipulation, and are

    mainly ready-made relations not to be tampered with.16This means there is no

    possibility of modding the game in this genre, as maybe the extremely limited

    possibility of changing the outfit of the protagonist from times to times. There isneither re-decorating, nor redesigning of the location and certainly no leveling up

    the skills of the protagonist. And this is actually the masochistic appeal survival

    horror games provide to the player: The feeling of helplessness, entrapment and

    pre-determination, caused by the tight limitations of the game freedom.

    Players move around the game space, but their actions cannot change the shape

    of the game-world history, past or future, or impact in any significant way upon

    their surroundings.17

    Despite such limitations, it is an undeniable fact that survival horror games

    provide their players with pleasure, even, just as stated above, a masochistic oneand in exchange of focusing on any interactive possibilities along a defined route,

    the game guarantees one single pathway, filled with excitement, thrill and a

    shaking experience in varying pleasurable and un-pleasurable measures.

    All induce the vertiginous sensation of not really being in control, no matter

    how expertly one might manipulate the controller. The ultimate horror of survival

    horror is the suggestion that, despite our strongest feelings to the contrary, we are

    not the masters of our own fate.18

    1.2.3 Emotions of Horror

    Playing video games is an emotional experience. The following section considers

    how games engage the emotional system. Still, it is important to keep in mind

    that the presence of game structures of representational qualities for causing

    emotions is no certain guarantee that the player will experience just those exact

    emotions the game designers wanted to achieve. The whole process is also based

    15) Kirkland, Ewan (2009): ib. p. 64.

    16) Kirkland, Ewan (2009): ib. p. 64.

    17) Kirkland, Ewan (2009): ib. p. 64.

    18) Kirkland, Ewan (2009): ib. p. 77.

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    on individual attitudes of the player, as well as his or her experiences, skills or

    memories.

    Various scholars already tried to explain the emotionality of gameplay. According

    to Perron (2005), gameplay emotions are caused by the evaluations of the player

    made during the game. Based on this theory, Lankoski (2007) and Ravaja (2006)

    suggest that emotions are directly linked to the structural content of the game.

    According to their thesis, the common evaluative context of emotions in games

    is the relation between the player and his or her goal set. That means that

    during the play, no decision is made in isolation from the game background

    or its content. Just as movies evolve around their plots, games also can be seen

    as a string of events, one following the other. Such sequences of actions enable

    deeper emotional boundaries to the game. According to Bura (2008), each minutespent on playing a game deepens the emotional attraction of the player and

    all combined sequential actions help to build more complex feelings, such as

    commitment, care or loss.19While playing a horror-themed game or watching a

    horror-movie, a certain part of the emotions are just plain reactions to this virtual

    experience. Still, it affects a wide range of emotional experiences and in further

    consequence, such emotional experiences might even fully change the evaluations

    at higher levels of processing. In fact, overly strong emotions can even override

    all logical reasoning. Such behaviour can be found among people who suffer from

    phobias. Even knowing rationally that a mere picture of a huge spider cannotharm them, they can not possibly stop feeling frightened or disgusted by it.20So

    generally, every single perceived element of a game arouses emotions as well.

    The player is constantly moved emotionally, even though most of this feeling

    takes place on subtle or unconscious levels. Nevertheless, one never stops to

    automatically evaluate the encountered events.

    However, most if the time, we will be too busy focusing on a very small subset

    of events to notice the vast number of other events that influence how we feel at

    a given moment.21Usually, in terms of representations and visual primacy, the

    player pays attention to the visual part and the sound the most. Such evaluations

    can be seen as a result of the cognitive process, caused by different low-level

    responses to the environment. There are also emotional responses that are

    triggered by the story elements of the game and rely on representation enhancing

    narrative comprehension.22In order to understand the emotional design of games,

    there are two remarkable elements that influence the representations.

    In terms of representation, key videoludic elements are game characters on

    the one hand (both, the player character and non-player characters), and the

    19) Ekman, Inger / Lankoski, Petri (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company,

    Inc., Publishers. p. 185.

    20) cf. Ekman, Inger / Lankoski, Petri (2009) ib. p 187.

    21) cf. Ekman, Inger / Lankoski, Petri (2009) ib. p 187.

    22) cf. Ekman, Inger / Lankoski, Petri (2009) ib. p 189.

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    environment on the other.23The hostilely portrayed environment punishes every

    failure of the player with the death of the character. In order to guide his or her

    character out safely, the player is in constant state of worry to keep the character

    alive and in good health. The player has to emphasize and to evolve feelings of

    care for the character in order to succeed in the game.

    The best way of creating such emotional effects is by maintaining the feeling of

    vulnerability of the player. This is best achieved through imbalance and inequality

    of distributed resources. The player has to feel strongly underpowered and left

    alone with limited supplies. This definition is kind of obvious as the name of

    the genre survival horroralready suggest such measures and describes the goal

    (survival) and the emotional state (horror) the player has to deal with. One

    significant feature is the impossibility of victory, as the term survivaldoes notstand for any victorious outcomes of events. Therefore, the primary activity the

    player executes during the game is self-defense, as s/he is never powerful enough

    to act offensive and attack the enemies on his or her own. Instead, the player is

    thrown into a dark and obscure environment, mostly alone, trying to figure out

    how to survive with very limited supplies and blunt weapons, if given at any.

    That is why even the process of self-defense is sometimes limited and the only

    chance to escape death is to run or to hid. Such features of the genre underscore

    the limited powers of the player and force him or her to carefully evaluate every

    single of the strongly limited resources. In combination with game resourcesand cognitive challenges, this sense of vulnerability adds a great deal to the

    psychological effect of survival horror games. Basically, fear is the main emotion

    players of this genre are looking for, but even fear can be analyzed and broken

    down to various nuances of its essential core-emotion. The Gothic novelist Anna

    Radcliffe even tried to distinguish between the feelings of terror and horror:

    Terror and horror are so far opposite, that the first expands the soul, and

    awakens the faculties to a higher degree of life; the other contracts, freezes and

    nearly annihilates them and where lies the great difference between horror and

    terror, but in uncertainty and obscurity.24

    Perhaps it is obscurity that enhances the sense of vulnerability even better, as

    it projects the thrilling tension of an unclear and uncertain situation that could

    eventually arise into terror. Now, if obscurity has so much affect on fiction, what

    must it have in real life, when to ascertain the object of our terror, is frequently

    in acquire the means of escaping it?25

    23) Ekman, Inger / Lankoski, Petri (2009) ib. p 189.

    24) Niedenthal, Simon (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company, Inc.,

    Publishers. p. 171.

    25) Niedenthal, Simon (2009) ib. p 171.

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    Indeed, emotion can be seen as the main component in apprehension of horrific

    events. But the physical reaction might be still different in experiencing the

    feeling of fear. On the one hand, being scared drives people away from the

    source of their fear; on the other hand, one can be so much in shock that moving

    further seems to be impossible and completely seizes both the body and mind.

    In Radcliffes theory, the active part of escaping might be seen as a result of

    experiencing terror, the passive part of shock as a consequence of horror. Both

    emotional states are anticipated and strongly associated with the survival horror

    genre.

    1.2.4 Jacques Derridas Hauntology

    The survival horror is one of those genres with the ability to overwhelm its

    audience, to increase the heartbeat and to make them break out in sweat.

    Disbelief is not so much suspended as bound up tightly; the navigation of

    both, physical and intellectual registers have to dovetail, one folding over the

    other, in order to affect us fully. We want to feel fear in its absolute, and yet

    posses everything we need to conquer it.26

    The primary fascination of the survival horror genre and its formal propertiesthrough which the game is shifting and changing layers of other media can

    be described as the process of Hauntology. This process focuses on the traces

    between various media and the figures that the player faces in survival horror

    games, interpreting them as central embodiments of both, our player experience,

    and the experience of the machines we play with.27According to this theory,

    such virtual creatures have a completely different impact on the person when

    encountered inside a game than if merely watched as parts of a movie, as it is the

    certain medium of a game that changes the perception.

    Many scholars already dealt with the topics of survival horror games and human

    senses in regard of this continual paradox. Pursuing Noel Carrolls concept of

    audience-victim synchronicity, Bernard Perron wrote about the survival horror

    genres mechanics of forewarning and examined the relationship between the

    player and the victim. He claimed that while emotional responses run parallel

    to those of the characters, their way of feeling fear is different.28 Despite these

    variations in experiencing fear, there is still the fascinating problem: the ability

    of the player and the inability of the protagonists cross over and manifest at the

    worst (and best) possible moments.

    29

    26) Nitsche, Michael (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company, Inc.,

    Publishers. p. 220.

    27)McCrea, Christian (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company, Inc.,

    Publishers. p. 221.

    28) McCrea, Christian (2009) ib. p 221.

    29) McCrea, Christian (2009) ib. p 221.

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    Hauntology is also directly connected to the Apparatus Theory introduced by Jean-

    Louis Baudry. Friedrich Kittler took this subject further in his work Gramophone,

    Film, Typewriter in 1999, stating that there is no concept of the dead without

    one of the trappings of memory. The dead themselves are mostly the apparatus

    of the memory:

    Once memories and dreams, the dead and ghosts become technically reproducible,

    readers and writers are no longer in need of the powers of hallucination. Our

    realm of the dead has withdrawn from books, in which it resided for so long. As

    Diodor of Sicily once wrote, it is no longer only through writing that the dead

    remain in the memory of the living.30

    Kittler states that with each technological step forward such as the introductionof the telegraph, the camera and finally the animated image appears a new

    fascinating possibility of representing the dead. Because they are, after all,

    disconnected by our time and distance, and because those two great barriers were

    finally brought down by the wire, the broadcast and the filmstrip. And the more

    the media machinery makes sensible what we already know to be real, the more

    the opposite, as a doubtful and ever-present danger of the risen corpse or spirit,

    becomes provable. In Kittlers opinion the more we advance into modernitys

    apparatuses of capture and display, the more fascinated we are with the dead and

    their imprints.31This is the phenomenon described as hauntology by Jacques Derrida. An

    insistence more than a neologism, hauntology encapsulated the paradoxical

    state of the specter, which is neither being nor non-being.32 This describes

    hauntologysability of changes in a form that might occur in one-off echoes and

    nuances, mutant evolutions and further also in anachronistic reflections. It is a

    possibility to come to grips with the muddying of traditions, a ways for figures

    to permeate across virtual boundaries and finally the impact of the audio-visual

    archives of memory and oblivion.33Derrida describes hauntologyas historical,

    to be sure but it is not dated, it is never docilely given a date in the chain of

    presents, day after day, according to the instituted order of the calendar.34

    Hauntology interpreted for the gaming genre is describing the technologies of

    representation finding themselves arrayed to fight the dead, or to maneuver

    around them. In this case, hauntology is not necessarily limited to the un-dead,

    but rather to the images of the past, more generally, the medias own ghosts.

    So, that the gaming hauntological is most visible along genre borders speaks

    to the centrality of horror to game culture and design, rather than to a literal

    30) McCrea, Christian (2009) ib. p 222.

    31) McCrea, Christian (2009) ib. p 223.

    32) McCrea, Christian (2009) ib. p 223.

    33) McCrea, Christian (2009) ib. p 223.

    34) McCrea, Christian (2009) ib. p 223.

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    connection between the specters of media and the specters of the dead. This

    natural, deep media historicity and the multiple ways in which it seeks to represent

    the dead are, above all, traces.35

    1.2.5 The Pleasures of Fear

    One certainly interesting topic deals with the question why people have such

    strong appeal with horror media, as it is a bedrock assumption in theories that

    human behaviour is based on a motivation to pursue pleasure and avoid pain.

    Therefore it seems rather counterintuitive that people willingly immerse themselves

    in fictional events of terror, fear and disgust, as such experiences definitely elicitnegative feelings and noxious emotions of fear. Dr. Andrew Weaver, an assistant

    professor at Indiana University whose research focuses on media consumption

    and the effects of media violence, claims that being horrified to such extent

    is nothing people generally want to experience and the aftereffects of viewing

    particularly frightening media are definitely not something that anyone wants.36

    Even though most of the studies that extensively dealt with the issue of attraction

    to horror, focused on the film medium, it is not that problematic to apply these

    theories to games as well, even though it is necessary to extend them to the

    degree of interactivity that is a game-exclusive trait.Of course, every single person has his or her own private phobias beyond the

    obvious fears of death and injury. But there are also other proven sources of fear

    that expand beyond the boundaries of society. The fear of extreme abnormality

    and disfigurement is a strong factor that affects various interpretations of horror.

    On the one hand it includes graphic disfigurement which results in the deepest

    fears of weird physical appearances and movements and is the basic for body-

    horror, as found in various monsters. And on the second hand, it is the panic

    that arises when confronted with the destruction of familiar forms. This feelings

    of fear tend to be even more intense if the distorted or supernatural form is

    being recognized for what it used to be in the first place. Many survival-horror-

    themed games and movies emphasize this idea in showing horribly mutilated and

    disfigured creatures, still recognizable as former human beings. It also underlines

    the abnormal movements, not only of evident monsters, but also of naturally

    appearing beings at least at first sight, such as the jerky, scuttling movements

    of the little girl Alma in the F.E.A.R.series. Fear of darkness can be also seen

    as one of the primal fears, as biologically the human being is a visual oriented

    35) McCrea, Christian (2009) ib. p 223.

    36) cf. Madigan, Jamie (2011): The Psychology of Horror Games. http://www.gamepro.com/article/features/217945/the-psychology-of-

    horror-games/, as of July 12th 2011.

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    creature and this kind of fear is a result of natural selection. As the audible senses

    are developed below the visual, it reduces the feeling of security if the received

    information is taken in limited. The darkness hides various forms of potential

    danger and decreases the human capability of adequate reaction.37

    While consuming horrific content from media, the excitation transfer shows

    that ambient noises and creepy soundtracks improve the feelings of excitement

    and anticipation. Another relevant aspect is the similarity of shown scenes on

    screen in regard to the experiences in real life. One is hardly going to get excited

    watching one single pixel slaughtering another single pixel. But especially in

    video games, graphics have rapidly improved and the shown visuals are rather

    accepted as appearing real to the player. The more identifiable the content, the

    more realistic and frightening the game seems to be. But the question remains,why people find attraction in horror in the first place and why are they willing

    to endure unpleasant experiences voluntarily. Generally there are three current

    theories that try to explain this phenomenon.

    Those arguing that its inherently appealing to be in the clutches of the horror

    genre, those that frame the experience as leading to worthwhile payoffs, and those

    that say society makes us want to do it.38

    1.2.5.1 Theory of Sensation-seeking

    Many researchers tend to think that certain people possess a sensation-seeking

    personality and because of being in search for a constant emotional high, they are

    attracted to the horror genre and appreciate getting scared. While such personal

    traits might be satisfied from sky diving or shark-punching, horror movies and

    games are a similar catalyst for such needs. Other forms of this kind of personalities

    are even drawn to situations showing disruptions of social norms in extreme

    ways that might not be found in real life as such. Linked to this theory, there is

    the approach of mastering the fear, which is an important matter, especially for

    young adults. They turn to scary media as an ultimately safe possibility to act

    out their emotional chops and deal with scary experiences of real-life situations.

    Weaver explains this need as a search for control in difficult situations:

    Watching a horror film gives us back some control. We can experience an

    adverse event through film, and we know that it will end. Well survive it. Well

    go on with our lives.39

    The significant point about this theory of co-opting with horror lies in the fact that

    the viewers know that what they see is fake. According to a famous experiment,

    37) cf. Madigan, Jamie (2011) ib. as of July 12th 2011.

    38) Madigan, Jamie (2011) ib. as of July 12th 2011.

    39) Madigan, Jamie (2011) ib. as of July 12th 2011.

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    researchers asked subjects to watch a movie featuring authentic scenes of animals

    having their brains scooped out and children who got their facial skin peeled of

    as a preparation for a surgery. Despite the fact that many splatter and horror

    media offers much more disturbing visual imaginary, the vast majority of the

    studys participants refused to finish watching the movies. Hence, it seems to be

    important for people to know that something scary and disturbing is simply fake

    in order to be able to enjoy what they are seeing.40

    1.2.5.2 Theory of the After-Horror-High

    The second theory deals with the idea that people dislike scary situations and

    the horror as such, but enjoy the relief that comes with the end of the fearful

    moment. They even endure highly disturbing scenes in order to experience a kindof a thank-god-its-finally-over high.

    People become physiologically aroused due to the fear they experience during

    the media event and then when the media event ends, that arousal transfers

    to the experience of relief and intensifies it. They dont so much enjoy the

    experience of being afraid rather, they enjoy the intense positive emotion that

    may directly follows.41

    A new study by Eduardo Andrade from the University of California and Joel B.

    Cohen from the University of Florida, appearing in the issue of the Journal ofConsumer Research, argues that the real kick does not come from enduring the

    unpleasant experience and feeling the joy afterward, but they assume that people

    have the ability of experiencing positive and negative affects at the same time.

    This theory implies that the audience literally enjoys being unhappy so as

    happiness and unhappiness can be experienced simultaneously, it may not only

    be the relief of theultimate threat removal that causes the pleasure of horror, but

    also the sensation of being scared during the uncanny moments. Therefore, the

    idea that the most pleasant moments can not simultaneously be the most fearful

    ones is not a general principle.42Apart from that, there is the theory of the so-

    called dispositional alignment43. It is very satisfying for the audience to see

    villains getting what they deserve in the end, even if it means one has to endure

    hours of stirring imaginary in the first place, but all that makes the payoff worth

    it. In video games, the player can even execute the punishment of the villain him/

    herself, which is even more enhancing.

    40) cf. Madigan, Jamie (2011) ib. as of July 12th 2011.

    41) Madigan, Jamie (2011) ib. as of July 12th 2011.

    42) cf. ScienceDaily (2007): Why Do People Love Horror Movie? They Enjoy Being Scared.

    http://www.sciencedaily.com/releases/2007/07/070725152040.htm, as of July, 18th 2011.

    43) cf. Madigan, Jamie (2011) ib. as of July 12th 2011.

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    1.2.5.3 Theory of Social Benefits

    The third theory describes the social benefits of enduring terrific situations.

    According to this theory, it is an important act of self-affirmation, especially

    for males, as it proves they are cunning and manly enough to handle fear. To a

    certain extent, this theory even goes so far as saying that media filled with horror

    give people the chance to demonstrate their adherence to ancient social norms

    about maleprotectorsand femaleprotectees. Despite some approaches that might

    appear rather sexist nowadays, the famous study widely known as the snuggle-

    theory of horror44supports this point of view. In this study, male audience was

    paired with female audience in order to watch the horror movie Friday the 13th,

    part III. Men who were paired with women acting rather scared claimed to have

    enjoyed the movie much more than those whose female partners acted tough,displaying mastery of their fear. Likewise, the female audience said they preferred

    a male partner that acted cool rather than afraid. Surely, individual results may

    vary from the experiences the person has had in real life as well as the need to

    conform to social norms to a certain extend.

    These theories, when applied to the medium of video games, help to understand

    the effect of scary topics and strongly relate to the issues of control. While movies

    are a completely passive form of entertainment, games add the principles of

    interactivity to the genre and create an effective illusion of choice while stumblingthrough the horrific events. Therefore the common audiences Dont open that

    door!-scream gets a completely new meaning within the interactive entertainment,

    where it is oneself who is opening the door and springing the trap. Those more

    immediate and intense feelings get even tightened up, because besides control,

    the player experiences empathy for the character, especially if the protagonist is

    chosen by the player who can to a certain extent identify with him or her.

    Compared to the amount of hours players spend in front of their screens to

    play games, the short experiences of movies are not a match. And if the players

    develop the feeling of empathy for their character, it is likely they re-experience

    his or her emotions of fear when the character is afraid in the first place.45

    44) Madigan, Jamie (2011) ib. as of July 12th 2011.

    45) cf. Madigan, Jamie (2011) ib. as of July 12th 2011.

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    1.3 MECHANICS OF ATMOSPHERE AND MOOD IN GAMES WITH THE

    FOCUS ON THE SURVIVAL HORROR GENRE

    Long before the introduction of the gothic novel, the playful evocation of fear

    and dread in the audience had been a central component in a great variety of

    legends and folklores. Succubus, incubus, imps, and harpies populate medieval

    imaginary; an impressive bestiary permeates literature, the visual arts, and

    reality to a large extent. As reason theoretically superseded those dark ages, the

    Enlightenment saw the rise of the phantasmagoria show, delighting audiences

    with a variety of effects (building on magic lantern expertise) that sought to

    represent otherworldly apparitions. Cultural facts associated with horror fiction,from the gothic masterpieces of Shelley and Stoker, the stories of Maupassant, to

    the contemporary slasher movie series, have received a lot if academic attention.

    Still lacking from these accounts, however, it is the contribution of a medium

    that, like the horror genre itself, has been seen mostly as popular fare: video

    games.46

    Different moods and atmospheres can be translated throughout a video game as

    this medium grew really powerful during the last decade. It developed in many

    ways, not only the visual style thanks to faster and better graphic cards, APIs andprocessors but also in regard of gameplay, the use of sound and music and of

    course new technologies, so the game takes its players another step further in the

    experience. While this thesis focuses basically on aesthetic aspects of a game as it

    tries to create patterns for artists, it will also deal with the issues of the survival

    horror genre and its look and feel. Although patterns could be created for any

    other genre as well, this one is especially significant as it provides the artists with

    a sophisticated palette of expressive tools and methods to achieve the thrilling

    atmosphere that is required to the vision of a successful gaming experience.

    The reason and importance is not far to seek - playing video games in general

    is about the experience, about fun and entertainment. Of course those factors

    include a huge amount of other the players personal motivations, like achieving,

    exploring, socializing or interacting, etc., but the main appeal they provide is the

    experience of interaction and the possibility of immersion during the time they

    are in use, and some even afterwards. That is why they create such a different way

    of entertainment compared with other mediums - interaction is the key.

    46) Therrien, Carl (2009): Horror Video Games: Essays on the Fusion of Fear and Play. North Carolina: McFarland & Company, Inc., Publishers.

    p. 26.

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    The only reality we know is the reality of experience. And we know that what

    we experience is not really reality, We filter reality through our senses, and

    through our minds, and the consciousness we actually experience is a kind of

    illusion - not really reality at all. But this illusion is all that can ever be real for

    us, because it is us. This is a headache for philosophers, but a wonderful thing for

    game designers, because it means that the designed experiences that are created

    through our games have a chance of feeling as real and as meaningful (and

    sometimes more so) that our everyday experiences.47

    The focus of this thesis is to establish patterns for atmosphere-creation in games

    and despite its artistic approach, the most important elements that are pertinent

    for the game mood are going to be listed and discussed in the first place to ensurea proper overview of essential issues.

    1.3.1 The Four Basic Elements in Games

    A really useful figure for the main categories of a game is the so-called elemental

    tetradthat shows a good way to break down and classify the core elements. The

    tetrads most important feature is the equality of all four parts - none of the

    elements below is more important than the others.The tetrad is arranged here in a diamond shape not to show any relative

    importance, but only to help illustrate the visibility gradient; that is, the fact that

    technological elements tend to be the least visible to the players, aesthetics are

    the most visible, and mechanics and story are somewhere in between. (...) None

    is more important than the others, and each one powerfully influences each of

    the others.48

    47) Shell, Jesse (2009): The Art of Game Design: A Book of Lenses. Burlington: Elsevier, Ltd. p. 21 ff.

    48) Shell, Jesse (2009) ib. p. 43.

    Fig. 1: Elemental Tetrad

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    1.3.1.1 Aesthetics

    Aesthetics are directly connected to the visual experience of the player, therefore

    they must be considered as an extremely important part of the game design. They

    define the look, style, sound and feeling of the game and directly let the player

    be immersed in the environment. In order to amplify and reinforce the power

    of aesthetics at its full range, it is necessary to choose the right technology for

    the desired look and feel that will allow the aesthetics to come through properly.

    Much the same way, the game design itself has to be persuasive enough to give

    the player the feeling of really fitting into the visually defined environment. The

    story with a set of events on top of all that provides the aesthetics with the right

    pace and most remarkable impact in order to create a truly memorable gaming

    experience.49

    1.3.1.2 Mechanics

    The best way to describe mechanics is to see them as rules and procedures

    of the game. They define the goals, achievements, the ways and possibilities

    to succeed or fail, etc. Compared to other mediums that also provide their

    audience with remarkable experiences, while they all consist of aesthetics, story

    and technology, none of them but games have the element of mechanics included,

    for it is the mechanics that make a game a game. To ensure a properly working

    set of mechanics that appeals and supports the gaming experience and moreimportantly make sense to the player, aspects of technology, aesthetics and story

    are crucial as well.50

    1.3.1.3 Story

    A story could be described as a sequence of events unfolding in the game.

    Depending on various factors like genre, gameplay, etc. it may be pre-scripted or

    linear, but also branching and emergent.51The story and the way it is translated

    within the game has a big impact on the experience, as it is the key to the gamers

    freedom of choice. Whether it wants to let the player live through a huge epic

    myth full of thrilling events and twists or just create a basic setting and let the

    player evolve on his own it always needs support from appropriate visual- and

    sound-based elements, as well as a suitable technology and useful mechanics.

    1.3.1.4 Technology

    Basically, it can be said that technology is what enables one to do certain things

    and prohibits others. Even though it is likable to talk about engines within

    49) cf. Shell, Jesse (2009) ib. p. 42.

    50) cf. Shell, Jesse (2009) ib. p. 41.

    51) cf. Shell, Jesse (2009) ib. p. 42.

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    the context of video games, technology as such doesnt exclusively refer to just

    high technology.52It is essentially the medium in which mechanics will occur,

    aesthetics are placed and through which a story can be told.

    The most challenging part is to keep in mind the equality of the four elements

    and simultaneously feel the experience of your game while understanding which

    elements and elemental interactions are causing that experience and why.53Those

    ambivalent parts could be described as skin and skeleton54. Focusing on the skin

    only enables a vivid experience, but its the experience only, without understanding

    how the process works, of what it consists and how it is improvable. On the

    other hand, skeletononly will assure a precise game structure with perfect theory,

    but potentially pain in the practice. The challenge is to combine and balanceboth, stay focused on skinand skeletonat the right time. This required skill that

    provides the ability to observe ones own experience while thinking about the

    underlying causes of that experience is called holographic design55and deals with

    questions about detracting a game from its experience in order to analyze and

    then improve it.

    1.3.2 Approaching the Immersive Experience

    As discussed before, those four elements are the core basics of video game creation.

    In the following chapter, the main factors for successful atmospheric issues will

    be described. Before turning to the visual patterns, it is important to know other

    significant elements that have to be regarded as crucial for establishing a proper

    mood in games. Introduced in general first and touched briefly with the subject

    of the survival horror genre, the factors of a successful gaming immersion will

    be listed and described below, as immersion is the main factor for experiencing

    atmosphere. Even though technical aspects as listed in the previous chapter are

    important for any game to make it work in general, immersion appears to be

    based on elements of aesthetics and mechanics sound and vision combined with

    a challenging gameplay and a thrilling story. And those components are going to

    be analyzed in the first place, before focusing on visual patterns in atmosphere

    creation only.

    52) cf. Shell, Jesse (2009) ib. p. 42 ff.

    53) Shell, Jesse (2009) ib. p. 45.

    54) cf. Shell, Jesse (2009) ib. p. 45.

    55) cf. Shell, Jesse (2009) ib. p. 46.

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    1.3.2.1 Components of Immersion

    The best way to create a profound understanding for atmosphere and mood in

    games might be a basic overview about the principles of immersion, the link

    between psychology and play. First of all, one has to realize that immersion is

    a psychological effect of specific senses that trigger specific effects in the brain.

    When the reds, greens, and blues of television images careen in through your

    retinas, and then bang back and forth between your amygdale and your prefrontal

    cortex, youre having a certain type of experience. When sounds, smells, or even

    tastes hit varied sensory receptors, youre having other types of experience.56

    It is essential for game developers to understand the wide range of factors howpeople sense and perceive such input, and further make use of both virtual and

    traditional methods for creating such media experiences, because the nature

    of such input, as well as how its processed, has an effect on the final product.

    () What follows, then, is a mega-abbreviated exploration of how the game

    experience slaps together a patchwork of elements, in the senses and in the

    mind, thereby forging something desirable. Something that the brain takes as a

    convincing-enough pastiche. Something thats still a medium, but which, while in

    its clutches, the mind might be forgiven for mistaking as real.57 The main feature

    of visual media is its duality it has to be both immediate and convincing atthe same time. Anne Marie Barry, Ph. D. of Communication at Boston College,

    described the visual learning as prewired by evolution to detect and respond

    danger. Even though the wiring itself has remained the same for millions of years,

    the visual media has changed.

    For the brains perceptual system, visual experience in the form of the fine arts,

    mass media, virtual reality, or even video games is merely a new stimulus we

    have inherited as part of our brain potential and is processed in the same way. 58

    The truly interesting fact is that those areas of the brain do not have the physical

    ability to distinguish plain daily experiences from fictional ones, as consumed

    from e.g. the TV screen. Regarding those facts, it may be obvious that visual

    media are not just some kind of event.

    A kid playing violent games, let alone an adult, wont have some Mysterious

    Black Switch of Menace flipped in their brains. Rather, the brains visual system

    files it as one apparently real experience among the many that we might have as

    we learn and grow.59

    56) Clark, Neils (2010): The Sensible Side of Immersion. http://www.gamasutra.com/view/feature/4265/the_sensible_side_of_immersion.

    php?page=1n, as of June 25th 2011.

    57) Clark, Neils (2010) ib. as of June 25th 2011.

    58) Clark, Neils (2010) ib. as of June 25th 2011.

    59) Clark, Neils (2010) ib. as of June 25th 2011.

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    And yet, visual media might have a different kind of switch that gets flipped when

    in use. Usually that switch suggests that such convincing visuals coming from

    a TV screen or intriguing gaming experiences still are to be classified as being

    simply a visual matter. Even before one is able to think about sight, s/he feels and

    responds in the apparently appropriate way. In the amygdale, optical impulses

    are quickly matched against low-resolution images from the emotional center.

    Immediately afterwards, an already full image is sent down the cortical pathway,

    to achieve a response as the first sign of a conscious awareness. Therefore such

    visual experience can keep players truly engaged without requiring their full mental

    awareness.60On the other hand, the physical awareness of the real environment

    is lowered by such distractions while gaming. Gaming also provides a wide range

    of different experience-designs: mating/social games have to be regarded from adifferent angle than e.g. survival horror games, as they provide a wholly different

    experience. As the gamer finds the most interesting part in the stimuli within

    the virtual world, provided by the game, s/he may even completely block out the

    outside stimuli, such as the real environment or, more often, the amount of time

    spent during a game.

    The human brain has no inborn mechanism separating photorealistic visuals

    on a screen from the visuals in reality. Sound and vision hold human attention

    within that frame of experience. In neither case has our fundamental processing

    changed simply because weve sat down for a little gaming. Physiologically, ourStone Age brains seem helpless but to fall into worlds.61

    What gamers consider Immersion, is widely known as Spatial Presenceamong the

    researchers and is often defined as existing