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Beschreibung
Acknowledgments
Introduction
Part I: The Genre
Chapter One
The Horror: Falling into the Arena of Video Game Genres
Crossing Paths with a "Monstrous" Concept
The Need to Use a New Combo
Finding Some Directions
Chapter Two
"You have once again entered the world of survival horror. Good luck!"
Loading Screen.
A Species of Their Own
A Cross-Media Genre
The (Survival) Horror Genre
Chapter Three
Something to Fear: From the Fictional to the Videoludic
Gut Reactions
The Answer Is Fear
Fear-Motivated Actions
Chapter Four
Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre
The Gaming Apparatus: Technical and Formal Aspects
The Videoludic Treatment of Horror
Figures of Interactivity, Actional Modalities and Scare Tactics
The Pyramid of Scary Video Games
Part II: The History
Chapter Five
Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster
Teleology, This Monster (Before 1981)
The Scattered Generic Cluster (1981-1991)
Chapter Six
Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity
The Crystallization of the Survival Horror (1992-2005)
The Antipodal Clusters: Fight or Flight (2006-2016)
Scary Virtual Reality (2017 and the future.)
Part III: The Scare Tactics
Chapter Seven
The Frightening Regimes of Vision
The Experience of Gamership
Third-Person Frightening Regime of Vision
First-Person Frightening Regime of Vision
Seeing Is Not Everything
Chapter Eight
The Frightening Regimes of Audition
Third-Person and First-Person Frightening Regimes of Audition
Synch to the Rendering of the Gruesomeness
(In) A Fearful Mood
Dreadful Listening and Terrifying Forewarnings
Chapter Nine
Scary Playgrounds
Setting the Mood
Caught up in the Maze
Unsettling Progression
Chapter Ten
Monsters Meet Scared Player(-Characters)
Some Kind of Monster
Figures Under Threat
Seek and Destroy
Surviving Horror
Afterword
References
Ludography
Index
Introduction
Part I: The Genre
Chapter One
The Horror: Falling into the Arena of Video Game Genres
Crossing Paths with a "Monstrous" Concept
The Need to Use a New Combo
Finding Some Directions
Chapter Two
"You have once again entered the world of survival horror. Good luck!"
Loading Screen.
A Species of Their Own
A Cross-Media Genre
The (Survival) Horror Genre
Chapter Three
Something to Fear: From the Fictional to the Videoludic
Gut Reactions
The Answer Is Fear
Fear-Motivated Actions
Chapter Four
Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre
The Gaming Apparatus: Technical and Formal Aspects
The Videoludic Treatment of Horror
Figures of Interactivity, Actional Modalities and Scare Tactics
The Pyramid of Scary Video Games
Part II: The History
Chapter Five
Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster
Teleology, This Monster (Before 1981)
The Scattered Generic Cluster (1981-1991)
Chapter Six
Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity
The Crystallization of the Survival Horror (1992-2005)
The Antipodal Clusters: Fight or Flight (2006-2016)
Scary Virtual Reality (2017 and the future.)
Part III: The Scare Tactics
Chapter Seven
The Frightening Regimes of Vision
The Experience of Gamership
Third-Person Frightening Regime of Vision
First-Person Frightening Regime of Vision
Seeing Is Not Everything
Chapter Eight
The Frightening Regimes of Audition
Third-Person and First-Person Frightening Regimes of Audition
Synch to the Rendering of the Gruesomeness
(In) A Fearful Mood
Dreadful Listening and Terrifying Forewarnings
Chapter Nine
Scary Playgrounds
Setting the Mood
Caught up in the Maze
Unsettling Progression
Chapter Ten
Monsters Meet Scared Player(-Characters)
Some Kind of Monster
Figures Under Threat
Seek and Destroy
Surviving Horror
Afterword
References
Ludography
Index
Acknowledgments
Introduction
Part I: The Genre
Chapter One
The Horror: Falling into the Arena of Video Game Genres
Crossing Paths with a "Monstrous" Concept
The Need to Use a New Combo
Finding Some Directions
Chapter Two
"You have once again entered the world of survival horror. Good luck!"
Loading Screen.
A Species of Their Own
A Cross-Media Genre
The (Survival) Horror Genre
Chapter Three
Something to Fear: From the Fictional to the Videoludic
Gut Reactions
The Answer Is Fear
Fear-Motivated Actions
Chapter Four
Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre
The Gaming Apparatus: Technical and Formal Aspects
The Videoludic Treatment of Horror
Figures of Interactivity, Actional Modalities and Scare Tactics
The Pyramid of Scary Video Games
Part II: The History
Chapter Five
Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster
Teleology, This Monster (Before 1981)
The Scattered Generic Cluster (1981-1991)
Chapter Six
Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity
The Crystallization of the Survival Horror (1992-2005)
The Antipodal Clusters: Fight or Flight (2006-2016)
Scary Virtual Reality (2017 and the future.)
Part III: The Scare Tactics
Chapter Seven
The Frightening Regimes of Vision
The Experience of Gamership
Third-Person Frightening Regime of Vision
First-Person Frightening Regime of Vision
Seeing Is Not Everything
Chapter Eight
The Frightening Regimes of Audition
Third-Person and First-Person Frightening Regimes of Audition
Synch to the Rendering of the Gruesomeness
(In) A Fearful Mood
Dreadful Listening and Terrifying Forewarnings
Chapter Nine
Scary Playgrounds
Setting the Mood
Caught up in the Maze
Unsettling Progression
Chapter Ten
Monsters Meet Scared Player(-Characters)
Some Kind of Monster
Figures Under Threat
Seek and Destroy
Surviving Horror
Afterword
References
Ludography
Index
Introduction
Part I: The Genre
Chapter One
The Horror: Falling into the Arena of Video Game Genres
Crossing Paths with a "Monstrous" Concept
The Need to Use a New Combo
Finding Some Directions
Chapter Two
"You have once again entered the world of survival horror. Good luck!"
Loading Screen.
A Species of Their Own
A Cross-Media Genre
The (Survival) Horror Genre
Chapter Three
Something to Fear: From the Fictional to the Videoludic
Gut Reactions
The Answer Is Fear
Fear-Motivated Actions
Chapter Four
Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre
The Gaming Apparatus: Technical and Formal Aspects
The Videoludic Treatment of Horror
Figures of Interactivity, Actional Modalities and Scare Tactics
The Pyramid of Scary Video Games
Part II: The History
Chapter Five
Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster
Teleology, This Monster (Before 1981)
The Scattered Generic Cluster (1981-1991)
Chapter Six
Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity
The Crystallization of the Survival Horror (1992-2005)
The Antipodal Clusters: Fight or Flight (2006-2016)
Scary Virtual Reality (2017 and the future.)
Part III: The Scare Tactics
Chapter Seven
The Frightening Regimes of Vision
The Experience of Gamership
Third-Person Frightening Regime of Vision
First-Person Frightening Regime of Vision
Seeing Is Not Everything
Chapter Eight
The Frightening Regimes of Audition
Third-Person and First-Person Frightening Regimes of Audition
Synch to the Rendering of the Gruesomeness
(In) A Fearful Mood
Dreadful Listening and Terrifying Forewarnings
Chapter Nine
Scary Playgrounds
Setting the Mood
Caught up in the Maze
Unsettling Progression
Chapter Ten
Monsters Meet Scared Player(-Characters)
Some Kind of Monster
Figures Under Threat
Seek and Destroy
Surviving Horror
Afterword
References
Ludography
Index
Details
Erscheinungsjahr: | 2018 |
---|---|
Medium: | Taschenbuch |
Reihe: | Approaches to Digital Game Studies|Approaches to Digital Game Stu |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781501316197 |
ISBN-10: | 1501316192 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Perron, Bernard |
Hersteller: | BLOOMSBURY ACADEMIC |
Verantwortliche Person für die EU: | preigu, Ansas Meyer, Lengericher Landstr. 19, D-49078 Osnabrück, mail@preigu.de |
Abbildungen: | 50 bw illus |
Maße: | 216 x 139 x 30 mm |
Von/Mit: | Bernard Perron |
Erscheinungsdatum: | 31.05.2018 |
Gewicht: | 0,617 kg |
Details
Erscheinungsjahr: | 2018 |
---|---|
Medium: | Taschenbuch |
Reihe: | Approaches to Digital Game Studies|Approaches to Digital Game Stu |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781501316197 |
ISBN-10: | 1501316192 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Perron, Bernard |
Hersteller: | BLOOMSBURY ACADEMIC |
Verantwortliche Person für die EU: | preigu, Ansas Meyer, Lengericher Landstr. 19, D-49078 Osnabrück, mail@preigu.de |
Abbildungen: | 50 bw illus |
Maße: | 216 x 139 x 30 mm |
Von/Mit: | Bernard Perron |
Erscheinungsdatum: | 31.05.2018 |
Gewicht: | 0,617 kg |
Sicherheitshinweis