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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?
1
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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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Emotions and Fear in Video Games 10
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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Emotions and Fear in Video Games 11
- 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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Emotions and Fear in Video Games 12
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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Emotions and Fear in Video Games 13
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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Emotions and Fear in Video Games 14
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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Emotions and Fear in Video Games 15
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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Emotions and Fear in Video Games 16
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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Emotions and Fear in Video Games 17
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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Emotions and Fear in Video Games 18
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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Emotions and Fear in Video Games 19
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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Emotions and Fear in Video Games 20
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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Emotions and Fear in Video Games 21
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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Emotions and Fear in Video Games 22
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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Emotions and Fear in Video Games 25
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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Emotions and Fear in Video Games 26
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