Storytelling in survival horror video games ewan kirkland pdf

Storytelling in survival horror video games ewan kirkland pdf
154 • Bibliography and Ludography Higuinen, Erwan, and Charles Tesson. 2002b. “Entretien. Christophe Gans: ‘Ce n’est pas du cinéma!.’” Cahiers du Cinéma, special issue on video games…
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
Gender Representation in Video Games. Video games have long been known as a male-dominated media, including in the terms of market audience, player base, and character representation in game.
Ewan Kirkland University of Brighton United Kingdom Ewan Kirkland completed his PhD at the University of Sussex on the subject of children’s cinema.
University of York PhD student Coward’s paper, ‘Survival Horror and Surviving Horrors: Wolfenstein, Traumatic Play and the Social-Gothic’, opened the panel with a discussion of the games’ depictions of struggles against a monstrous ideology.
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
View all notes and the inclusion of old media forms like radio, photography, cartography, etc. in video games in order to imbue a sense of realism in the realm of the digital. 31 [31] Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and Its Remediations,” Games and Culture 4 (2009): 115–26.
Critical theorization of these forms within media studies illuminate their function within digital video game texts; such processes illustrating the cultural, institutional, and aesthetic meanings and mythologies of both analog and digital media, while continuing traditional use of media technologies within discourses of horror and the supernatural.
Get this from a library! Horror video games : essays on the fusion of fear and play. [Bernard Perron;] — “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival”
2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.
Ruthrof_Beyond Film Branigan s Narrational World_narrative Comprehension and Film_review
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …

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Horror Videogames and the Uncanny School of Literature
Gothic videogames survival horror and the Silent Hill
Undead avatars the zombie in horror video games
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
“In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
Abstract. This paper looks at survival horror’s relationship with narrative and narration. Survival horror games remediate narrative cinema in their introductory sequences, cut-scenes inflecting players’ future actions with generic meaning.
Abstract. This chapter examines the prevalence of zombies in videogames in terms of the specific requirements of the digital game form
Storytelling in survival horror video games. Article with 178 Reads. Cite this publication. Ewan Kirkland. Abstract. This paper looks at survival horror’s relationship with narrative and
Dr Ewan Kirkland teaches Screen Studies at the University of Brighton; his research interests include children’s media, horror video games, and popular representations of dominant identities. Ewan has published on masculinity in Hollywood family films, gender politics in animation, and whiteness in vampire television and crime drama. In
Agency mechanics gameplay design in survival horror video
A recurring aspect of survival horror combines the investigation of a protagonist’s origins, a return to the family home, and the exploration of gynecological spaces – blood red corridors, womb-like caverns, bloody chambers – reproducing what is for Freud the primal site of the uncanny.
The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses
Laurie N. Taylor’s “Gothic Bloodlines in Survival Horror Gaming and Ewan Kirkland’s “Storytelling in Survival Horror Video Games.” The later section tightens the focus to specific games with Simon Niedenthal’s “Patterns of Obscurity:
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 (electronic resource) Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
This article proposes the notion of ‘agency mechanics’ as an innovative design element of video games. It begins by exploring the well-documented interactive elements of horror cinema, and goes on to explore how strategies such as the sadistic/masochistic gaze and narrative perspective have been further developed in video games.
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
A Deadly Discipline Folklore Folklorists and the Occult
3/03/2012 · Silent Hill 2 uses characters as a symbolic device to represent memories, delusions, and the future. Mary is a representation of Sunderland’s memories and “exists only on a video tape and as a photograph in the player’s possession” (Kirkland 174), Maria is a representation of delusions created by Silent Hill based on
Thus, within games in the survival horror category, the uncanny experience is often generated through the defining features of survival horror gameplay itself rather than just the representational qualities of the setting, visuals and narrative.
_ (2009b): «Storytelling in survival horror video games», en Bernard Perron (ed.), Horror video games: Essays on the fusion of fear and play, McFarland & Company, Inc. Plublishers, Jefferson
Ewan Kirkland, a lecturer at Kingston University in the UK, has written a number of articles on video games and seems to focus on the Silent Hill series and survival horror in general.
Storytelling in survival horror video games CORE
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
Ben Kooyman. Download with Google Download with Facebook or download with email. Agency mechanics: gameplay design in survival horror video games
(“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).
Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of
Kirkland proceeds to take a closer look at two iconic zombie games, Resident Evil —“the first [game] to coin the term survival horror ” (235)—and the Japanese-originated Forbidden Siren, especially in terms of the gaze politics that relate player to avatar and their zombie enemies. – highest selling videos games of the past 5 years pdf As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview
Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised
Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …
Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
•Niedenthal, S. (2009) “Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2” In and Perron, B (ed) (2009) Horror Video Games: Essays on the Fusion of Fear and Play.
Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada. (Unpublished)
Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
Film studies and new media scholar Ewan Kirkland offers a useful definition of the genre: a survival horror game is “an action adventure game employing a third person perspective, and drawing on horror film iconography, in which a typically average character navigates a mazelike landscape, solving puzzles and fighting off monsters with limited ammunition, energy and means of replenishing it
Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126. Zombies! Call for Papers!
Story Telling and Interactivity in Video Gaming. Gaming is nowadays an industry with varying forms and types 1. This article is particularly interested in video gaming, and how the medium has changed in terms of story telling and interactivity.
Kirkland describes how “horror video games’ emulation of white noise, photographic blurring, and celluloid imperfections produces the uncanny impression of an older, ghostly or undead analog media seeping into, contaminating and enveloping the digital” (123-124).
About The World of Scary Video Games. As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre.
Silent Hill muse.jhu.edu
Ewan has been studying and teaching film, media and cultural studies for over ten years, incorporating such subjects as popular television, new media technologies, merchandising, video games and music videos into lectures and seminars.
games, simulation and media. remediation: live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “”survival”” themes.
Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .
Because it is at the crossroads of diverse cultural heritages and the latest technological developments, and because it exhibits the ins and outs of the matrix that governs all but a few games (spatial navigation and survival), horror video games require a deeper study.
on the topic of horror games have pointed out the need for the genre to develop its own modes of address in order to mature and move away from the over-reliance on cinema and literature (Rouse 2009; Kirkland …
Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed
Silent Hill The Terror Engine University of Michigan
Gaming Experiences Silent Hill 2 An Analysis of Memories
Gothic Videogames Survival Horror and the Silent Hill Series
Kirkland, Ewan (2016) Undead avatars: the zombie in horror video games In: Fischer-Hornung, D. and Mueller, M., eds. Vampires and zombies: transcultural migrations and transnational interpretations.
tend to examine the ludological relationship between game and horror, Ewan Kirkland, while acknowledging the ludological and narratological debate over video games, suggests that because the narrative structure of survival horror video games often controls what the payer is allowed to do and where the player is allowed to go, player horror ultimately comes from an understanding that “we are
Haunting Ground, known in Japan as Demento, is a survival horror video game developed and published by Capcom for the PlayStation 2 in 2005. The story follows Fiona Belli, a young woman who wakes up in the dungeon of a castle after being involved in a car accident.
The series’ generic relationship within horror cinema and horror gaming is illustrated, particularly its status as a survival horror video game. Finally, issues of gender, sexuality and race are examined, including constructions of masculinity, femininity, heterosexuality and whiteness.
If you’re interested in scifi survival horror, or just lovecraftian adventures in space, Mothership is the best system I’ve ever seen for that. Also, incredible graphic …
Kirkland E (2013) Gothic videogames, survival horror, and the Silent Hill series. Gothic Studies, vol. 14, no. 2, pp. 108-122. This is the first article in the predominantly literary journal Gothic Studies to examine the relationship between videogames and the gothic genre, to consider the extent to which the gothic mode is not only trans
15/12/2018 · There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
Ewan Kirkland maintains the importance of game space in relation to narrative development, asserting, “Architecture is a recurring metaphor used to understand video games, and in survival horror buildings and spaces tell stories, much like the documents which litter them” (Kirkland “Storytelling,” 75).
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
Horror Video Games Essays on the Fusion of Fear and Play
Monstrous Spaces in a Sea of Fog Silent Hill 2 and the
Masculinity in Video Games The Gendered Gameplay of
Overall. collecting weaponry. the rescue missions they attempt and often fail. frantic combat styles. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. and a pervading sense of helplessness. and unreliable in a manner that interrogates
Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada.
Start Select Continue The Ludic Anxiety in Video Game

Animal Crossing New Leaf and the Diversity of Horror in

Horror Videogames and the Uncanny DiGRA2009 revised

Undead avatars the zombie in horror video games CORE

Zombies Big Screen vs. Small Screen ReelTalk
– LIBRIS Horror video games
Horror video games essays on the fusion of fear and play
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Items where Kingston Author is “Kirkland Ewan” Kingston

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Storytelling in survival horror video games Kingston

Resident Evil’s Typewriter Survival Horror and Its
Silent Hill The Terror Engine University of Michigan

Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of
Abstract. This chapter examines the prevalence of zombies in videogames in terms of the specific requirements of the digital game form
If you’re interested in scifi survival horror, or just lovecraftian adventures in space, Mothership is the best system I’ve ever seen for that. Also, incredible graphic …
Ewan Kirkland University of Brighton United Kingdom Ewan Kirkland completed his PhD at the University of Sussex on the subject of children’s cinema.
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
_ (2009b): «Storytelling in survival horror video games», en Bernard Perron (ed.), Horror video games: Essays on the fusion of fear and play, McFarland & Company, Inc. Plublishers, Jefferson
Laurie N. Taylor’s “Gothic Bloodlines in Survival Horror Gaming and Ewan Kirkland’s “Storytelling in Survival Horror Video Games.” The later section tightens the focus to specific games with Simon Niedenthal’s “Patterns of Obscurity:
Haunting Ground, known in Japan as Demento, is a survival horror video game developed and published by Capcom for the PlayStation 2 in 2005. The story follows Fiona Belli, a young woman who wakes up in the dungeon of a castle after being involved in a car accident.

Gothic Genre A 20th Century Gothic Story Expressing Fear
Horror Video Games – McFarland

(“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).
There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
View all notes and the inclusion of old media forms like radio, photography, cartography, etc. in video games in order to imbue a sense of realism in the realm of the digital. 31 [31] Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and Its Remediations,” Games and Culture 4 (2009): 115–26.
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 (electronic resource) Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
Ben Kooyman. Download with Google Download with Facebook or download with email. Agency mechanics: gameplay design in survival horror video games
Dr Ewan Kirkland teaches Screen Studies at the University of Brighton; his research interests include children’s media, horror video games, and popular representations of dominant identities. Ewan has published on masculinity in Hollywood family films, gender politics in animation, and whiteness in vampire television and crime drama. In
•Niedenthal, S. (2009) “Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2” In and Perron, B (ed) (2009) Horror Video Games: Essays on the Fusion of Fear and Play.
Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
Kirkland, Ewan (2016) Undead avatars: the zombie in horror video games In: Fischer-Hornung, D. and Mueller, M., eds. Vampires and zombies: transcultural migrations and transnational interpretations.
Ewan Kirkland maintains the importance of game space in relation to narrative development, asserting, “Architecture is a recurring metaphor used to understand video games, and in survival horror buildings and spaces tell stories, much like the documents which litter them” (Kirkland “Storytelling,” 75).
Ewan has been studying and teaching film, media and cultural studies for over ten years, incorporating such subjects as popular television, new media technologies, merchandising, video games and music videos into lectures and seminars.

Video Games and Gender Game Representation
Gaming Experiences Silent Hill 2 An Analysis of Memories

Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
(“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).
Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed
_ (2009b): «Storytelling in survival horror video games», en Bernard Perron (ed.), Horror video games: Essays on the fusion of fear and play, McFarland & Company, Inc. Plublishers, Jefferson
Kirkland describes how “horror video games’ emulation of white noise, photographic blurring, and celluloid imperfections produces the uncanny impression of an older, ghostly or undead analog media seeping into, contaminating and enveloping the digital” (123-124).
Kirkland E (2013) Gothic videogames, survival horror, and the Silent Hill series. Gothic Studies, vol. 14, no. 2, pp. 108-122. This is the first article in the predominantly literary journal Gothic Studies to examine the relationship between videogames and the gothic genre, to consider the extent to which the gothic mode is not only trans
2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.
“In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
15/12/2018 · There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of
Ruthrof_Beyond Film Branigan s Narrational World_narrative Comprehension and Film_review
Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
A recurring aspect of survival horror combines the investigation of a protagonist’s origins, a return to the family home, and the exploration of gynecological spaces – blood red corridors, womb-like caverns, bloody chambers – reproducing what is for Freud the primal site of the uncanny.

Restless dreams in Silent Hill approaches to video game
Start Select Continue The Ludic Anxiety in Video Game

Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised
Story Telling and Interactivity in Video Gaming. Gaming is nowadays an industry with varying forms and types 1. This article is particularly interested in video gaming, and how the medium has changed in terms of story telling and interactivity.
University of York PhD student Coward’s paper, ‘Survival Horror and Surviving Horrors: Wolfenstein, Traumatic Play and the Social-Gothic’, opened the panel with a discussion of the games’ depictions of struggles against a monstrous ideology.
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.

Undead avatars the zombie in horror video games
Storytelling in survival horror video games ResearchGate

Story Telling and Interactivity in Video Gaming. Gaming is nowadays an industry with varying forms and types 1. This article is particularly interested in video gaming, and how the medium has changed in terms of story telling and interactivity.
If you’re interested in scifi survival horror, or just lovecraftian adventures in space, Mothership is the best system I’ve ever seen for that. Also, incredible graphic …
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “”survival”” themes.
University of York PhD student Coward’s paper, ‘Survival Horror and Surviving Horrors: Wolfenstein, Traumatic Play and the Social-Gothic’, opened the panel with a discussion of the games’ depictions of struggles against a monstrous ideology.
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …
“In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
Overall. collecting weaponry. the rescue missions they attempt and often fail. frantic combat styles. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. and a pervading sense of helplessness. and unreliable in a manner that interrogates
Thus, within games in the survival horror category, the uncanny experience is often generated through the defining features of survival horror gameplay itself rather than just the representational qualities of the setting, visuals and narrative.

Masculinity in videogames the gendered gameplay of Silent
Read Horror Video Games Essays on the Fusion of Fear and

In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “”survival”” themes.
15/12/2018 · There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.
Get this from a library! Horror video games : essays on the fusion of fear and play. [Bernard Perron;] — “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival”
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 (electronic resource) Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …
Haunting Ground, known in Japan as Demento, is a survival horror video game developed and published by Capcom for the PlayStation 2 in 2005. The story follows Fiona Belli, a young woman who wakes up in the dungeon of a castle after being involved in a car accident.
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.
Kirkland E (2013) Gothic videogames, survival horror, and the Silent Hill series. Gothic Studies, vol. 14, no. 2, pp. 108-122. This is the first article in the predominantly literary journal Gothic Studies to examine the relationship between videogames and the gothic genre, to consider the extent to which the gothic mode is not only trans
Story Telling and Interactivity in Video Gaming. Gaming is nowadays an industry with varying forms and types 1. This article is particularly interested in video gaming, and how the medium has changed in terms of story telling and interactivity.
Ruthrof_Beyond Film Branigan s Narrational World_narrative Comprehension and Film_review
Ewan Kirkland, a lecturer at Kingston University in the UK, has written a number of articles on video games and seems to focus on the Silent Hill series and survival horror in general.

Horror video games essays on the fusion of fear and play
Horror Video Games Essays on the Fusion of Fear and Play

Laurie N. Taylor’s “Gothic Bloodlines in Survival Horror Gaming and Ewan Kirkland’s “Storytelling in Survival Horror Video Games.” The later section tightens the focus to specific games with Simon Niedenthal’s “Patterns of Obscurity:
Storytelling in survival horror video games. Article with 178 Reads. Cite this publication. Ewan Kirkland. Abstract. This paper looks at survival horror’s relationship with narrative and
Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .
Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “”survival”” themes.
15/12/2018 · There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126. Zombies! Call for Papers!
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
Ewan Kirkland University of Brighton United Kingdom Ewan Kirkland completed his PhD at the University of Sussex on the subject of children’s cinema.

Project MUSE Silent Hill
New Release Ten Candles A Tragic-Horror One-Shot RPG

Ruthrof_Beyond Film Branigan s Narrational World_narrative Comprehension and Film_review
_ (2009b): «Storytelling in survival horror video games», en Bernard Perron (ed.), Horror video games: Essays on the fusion of fear and play, McFarland & Company, Inc. Plublishers, Jefferson
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
Gender Representation in Video Games. Video games have long been known as a male-dominated media, including in the terms of market audience, player base, and character representation in game.

Fischer-Hornung Dorothea and Monica Mueller eds
Horror Videogames and the Uncanny School of Literature

As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview
3/03/2012 · Silent Hill 2 uses characters as a symbolic device to represent memories, delusions, and the future. Mary is a representation of Sunderland’s memories and “exists only on a video tape and as a photograph in the player’s possession” (Kirkland 174), Maria is a representation of delusions created by Silent Hill based on
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses

Games simulation and Media. Remediation Live cinema and
Gaming Experiences Silent Hill 2 An Analysis of Memories

The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses
(“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
Because it is at the crossroads of diverse cultural heritages and the latest technological developments, and because it exhibits the ins and outs of the matrix that governs all but a few games (spatial navigation and survival), horror video games require a deeper study.
Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.
If you’re interested in scifi survival horror, or just lovecraftian adventures in space, Mothership is the best system I’ve ever seen for that. Also, incredible graphic …
Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .
This article proposes the notion of ‘agency mechanics’ as an innovative design element of video games. It begins by exploring the well-documented interactive elements of horror cinema, and goes on to explore how strategies such as the sadistic/masochistic gaze and narrative perspective have been further developed in video games.
Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126. Zombies! Call for Papers!
Ewan Kirkland maintains the importance of game space in relation to narrative development, asserting, “Architecture is a recurring metaphor used to understand video games, and in survival horror buildings and spaces tell stories, much like the documents which litter them” (Kirkland “Storytelling,” 75).
Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada.

Restless Dreams and Shattered Memories Psychoanalysis and
‘Welcome Home Good Hunter’ Narrative Archaeology in

As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …
Storytelling in survival horror video games. Article with 178 Reads. Cite this publication. Ewan Kirkland. Abstract. This paper looks at survival horror’s relationship with narrative and
This article proposes the notion of ‘agency mechanics’ as an innovative design element of video games. It begins by exploring the well-documented interactive elements of horror cinema, and goes on to explore how strategies such as the sadistic/masochistic gaze and narrative perspective have been further developed in video games.
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada. (Unpublished)
Kirkland describes how “horror video games’ emulation of white noise, photographic blurring, and celluloid imperfections produces the uncanny impression of an older, ghostly or undead analog media seeping into, contaminating and enveloping the digital” (123-124).
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …
Overall. collecting weaponry. the rescue missions they attempt and often fail. frantic combat styles. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. and a pervading sense of helplessness. and unreliable in a manner that interrogates
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses
Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.

Narrative in survival horror videogames University of
“The Fear System” Triggering Tension in Survival Horror

Dr Ewan Kirkland teaches Screen Studies at the University of Brighton; his research interests include children’s media, horror video games, and popular representations of dominant identities. Ewan has published on masculinity in Hollywood family films, gender politics in animation, and whiteness in vampire television and crime drama. In
Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada. (Unpublished)
Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed
Critical theorization of these forms within media studies illuminate their function within digital video game texts; such processes illustrating the cultural, institutional, and aesthetic meanings and mythologies of both analog and digital media, while continuing traditional use of media technologies within discourses of horror and the supernatural.
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses
There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
15/12/2018 · There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
Haunting Ground, known in Japan as Demento, is a survival horror video game developed and published by Capcom for the PlayStation 2 in 2005. The story follows Fiona Belli, a young woman who wakes up in the dungeon of a castle after being involved in a car accident.
Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …
Kirkland E (2013) Gothic videogames, survival horror, and the Silent Hill series. Gothic Studies, vol. 14, no. 2, pp. 108-122. This is the first article in the predominantly literary journal Gothic Studies to examine the relationship between videogames and the gothic genre, to consider the extent to which the gothic mode is not only trans

Horror Video Games Essays on the Fusion of Fear and Play.
Storytelling in survival horror video games Kingston

(“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).
Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.
•Niedenthal, S. (2009) “Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2” In and Perron, B (ed) (2009) Horror Video Games: Essays on the Fusion of Fear and Play.
Film studies and new media scholar Ewan Kirkland offers a useful definition of the genre: a survival horror game is “an action adventure game employing a third person perspective, and drawing on horror film iconography, in which a typically average character navigates a mazelike landscape, solving puzzles and fighting off monsters with limited ammunition, energy and means of replenishing it
154 • Bibliography and Ludography Higuinen, Erwan, and Charles Tesson. 2002b. “Entretien. Christophe Gans: ‘Ce n’est pas du cinéma!.’” Cahiers du Cinéma, special issue on video games…
Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised
Ruthrof_Beyond Film Branigan s Narrational World_narrative Comprehension and Film_review
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
Kirkland proceeds to take a closer look at two iconic zombie games, Resident Evil —“the first [game] to coin the term survival horror ” (235)—and the Japanese-originated Forbidden Siren, especially in terms of the gaze politics that relate player to avatar and their zombie enemies.
Story Telling and Interactivity in Video Gaming. Gaming is nowadays an industry with varying forms and types 1. This article is particularly interested in video gaming, and how the medium has changed in terms of story telling and interactivity.
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview
About The World of Scary Video Games. As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre.
Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .

Horror Videogames and the Uncanny School of Literature
Horror Video Games Essays on the Fusion of Fear and Play

Haunting Ground, known in Japan as Demento, is a survival horror video game developed and published by Capcom for the PlayStation 2 in 2005. The story follows Fiona Belli, a young woman who wakes up in the dungeon of a castle after being involved in a car accident.
_ (2009b): «Storytelling in survival horror video games», en Bernard Perron (ed.), Horror video games: Essays on the fusion of fear and play, McFarland & Company, Inc. Plublishers, Jefferson
Get this from a library! Horror video games : essays on the fusion of fear and play. [Bernard Perron;] — “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival”
This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
tend to examine the ludological relationship between game and horror, Ewan Kirkland, while acknowledging the ludological and narratological debate over video games, suggests that because the narrative structure of survival horror video games often controls what the payer is allowed to do and where the player is allowed to go, player horror ultimately comes from an understanding that “we are

Ewan Kirkland Nine Worlds
Horror Videogames and the Uncanny DiGRA

The series’ generic relationship within horror cinema and horror gaming is illustrated, particularly its status as a survival horror video game. Finally, issues of gender, sexuality and race are examined, including constructions of masculinity, femininity, heterosexuality and whiteness.
Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of
Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised
Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
View all notes and the inclusion of old media forms like radio, photography, cartography, etc. in video games in order to imbue a sense of realism in the realm of the digital. 31 [31] Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and Its Remediations,” Games and Culture 4 (2009): 115–26.

Narrative in survival horror videogames University of
Resident Evil’s Typewriter Survival Horror and Its

tend to examine the ludological relationship between game and horror, Ewan Kirkland, while acknowledging the ludological and narratological debate over video games, suggests that because the narrative structure of survival horror video games often controls what the payer is allowed to do and where the player is allowed to go, player horror ultimately comes from an understanding that “we are
Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.
(“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).
2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.
on the topic of horror games have pointed out the need for the genre to develop its own modes of address in order to mature and move away from the over-reliance on cinema and literature (Rouse 2009; Kirkland …
Ewan has been studying and teaching film, media and cultural studies for over ten years, incorporating such subjects as popular television, new media technologies, merchandising, video games and music videos into lectures and seminars.
Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 (electronic resource) Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
Overall. collecting weaponry. the rescue missions they attempt and often fail. frantic combat styles. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. and a pervading sense of helplessness. and unreliable in a manner that interrogates
Dr Ewan Kirkland teaches Screen Studies at the University of Brighton; his research interests include children’s media, horror video games, and popular representations of dominant identities. Ewan has published on masculinity in Hollywood family films, gender politics in animation, and whiteness in vampire television and crime drama. In
The series’ generic relationship within horror cinema and horror gaming is illustrated, particularly its status as a survival horror video game. Finally, issues of gender, sexuality and race are examined, including constructions of masculinity, femininity, heterosexuality and whiteness.

Start Select Continue The Ludic Anxiety in Video Game
Ewan Kirkland Nine Worlds

•Niedenthal, S. (2009) “Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2” In and Perron, B (ed) (2009) Horror Video Games: Essays on the Fusion of Fear and Play.
Get this from a library! Horror video games : essays on the fusion of fear and play. [Bernard Perron;] — “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival”
Film studies and new media scholar Ewan Kirkland offers a useful definition of the genre: a survival horror game is “an action adventure game employing a third person perspective, and drawing on horror film iconography, in which a typically average character navigates a mazelike landscape, solving puzzles and fighting off monsters with limited ammunition, energy and means of replenishing it
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
Kirkland E (2013) Gothic videogames, survival horror, and the Silent Hill series. Gothic Studies, vol. 14, no. 2, pp. 108-122. This is the first article in the predominantly literary journal Gothic Studies to examine the relationship between videogames and the gothic genre, to consider the extent to which the gothic mode is not only trans

Restless dreams in Silent Hill approaches to video game
Masculinity in videogames the gendered gameplay of Silent

This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …
Abstract. This chapter examines the prevalence of zombies in videogames in terms of the specific requirements of the digital game form
Ben Kooyman. Download with Google Download with Facebook or download with email. Agency mechanics: gameplay design in survival horror video games
Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .
154 • Bibliography and Ludography Higuinen, Erwan, and Charles Tesson. 2002b. “Entretien. Christophe Gans: ‘Ce n’est pas du cinéma!.’” Cahiers du Cinéma, special issue on video games…
In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
Ewan Kirkland maintains the importance of game space in relation to narrative development, asserting, “Architecture is a recurring metaphor used to understand video games, and in survival horror buildings and spaces tell stories, much like the documents which litter them” (Kirkland “Storytelling,” 75).
Ewan Kirkland University of Brighton United Kingdom Ewan Kirkland completed his PhD at the University of Sussex on the subject of children’s cinema.
As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on
Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …
Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of
Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.
Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised

Zombies Big Screen vs. Small Screen ReelTalk
Audio Commentary in Games Blu Ray Narrative

Ewan Kirkland, a lecturer at Kingston University in the UK, has written a number of articles on video games and seems to focus on the Silent Hill series and survival horror in general.
Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.
games, simulation and media. remediation: live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games
The series’ generic relationship within horror cinema and horror gaming is illustrated, particularly its status as a survival horror video game. Finally, issues of gender, sexuality and race are examined, including constructions of masculinity, femininity, heterosexuality and whiteness.
“In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.
Ewan Kirkland University of Brighton United Kingdom Ewan Kirkland completed his PhD at the University of Sussex on the subject of children’s cinema.
Ewan has been studying and teaching film, media and cultural studies for over ten years, incorporating such subjects as popular television, new media technologies, merchandising, video games and music videos into lectures and seminars.
Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada. (Unpublished)
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …
10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a
If you’re interested in scifi survival horror, or just lovecraftian adventures in space, Mothership is the best system I’ve ever seen for that. Also, incredible graphic …
15/12/2018 · There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .
Ben Kooyman. Download with Google Download with Facebook or download with email. Agency mechanics: gameplay design in survival horror video games

107 thoughts on “Storytelling in survival horror video games ewan kirkland pdf

  1. This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …

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    Narrative in survival horror videogames University of
    Gender Roles in Video Games The Importance of

  2. University of York PhD student Coward’s paper, ‘Survival Horror and Surviving Horrors: Wolfenstein, Traumatic Play and the Social-Gothic’, opened the panel with a discussion of the games’ depictions of struggles against a monstrous ideology.

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  3. Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .

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  4. Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada. (Unpublished)

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  5. Laurie N. Taylor’s “Gothic Bloodlines in Survival Horror Gaming and Ewan Kirkland’s “Storytelling in Survival Horror Video Games.” The later section tightens the focus to specific games with Simon Niedenthal’s “Patterns of Obscurity:

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  6. This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …

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  7. Abstract. This paper looks at survival horror’s relationship with narrative and narration. Survival horror games remediate narrative cinema in their introductory sequences, cut-scenes inflecting players’ future actions with generic meaning.

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    Horror Video Games Essays on the Fusion of Fear and Play.

  8. Dr Ewan Kirkland teaches Screen Studies at the University of Brighton; his research interests include children’s media, horror video games, and popular representations of dominant identities. Ewan has published on masculinity in Hollywood family films, gender politics in animation, and whiteness in vampire television and crime drama. In

    Ewan Kirkland Nine Worlds
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  9. •Niedenthal, S. (2009) “Patterns of obscurity: Gothic setting and light in Resident Evil 4 and Silent Hill 2” In and Perron, B (ed) (2009) Horror Video Games: Essays on the Fusion of Fear and Play.

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  10. Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.

    Freudian Concepts and Video Games General Discussion

  11. View all notes and the inclusion of old media forms like radio, photography, cartography, etc. in video games in order to imbue a sense of realism in the realm of the digital. 31 [31] Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and Its Remediations,” Games and Culture 4 (2009): 115–26.

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  12. Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of

    Gothic Videogames Survival Horror and the Silent Hill Series
    Conference report and video Gaming the Gothic Sheffield

  13. A recurring aspect of survival horror combines the investigation of a protagonist’s origins, a return to the family home, and the exploration of gynecological spaces – blood red corridors, womb-like caverns, bloody chambers – reproducing what is for Freud the primal site of the uncanny.

    Fischer-Hornung Dorothea and Monica Mueller eds

  14. Abstract. This paper looks at survival horror’s relationship with narrative and narration. Survival horror games remediate narrative cinema in their introductory sequences, cut-scenes inflecting players’ future actions with generic meaning.

    Agency mechanics gameplay design in survival horror video
    Conference report and video Gaming the Gothic Sheffield
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  15. As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on

    Story Telling and Interactivity in Video Gaming The Artifice
    The World of Scary Video Games A Study in Videoludic
    Resident Evil’s Typewriter Survival Horror and Its

  16. The article “Gothic Videogames, Survival Horror, and the Silent Hill Series” by Ewan Kirkland compares a video game series that expresses Horror, but includes a twist of Gothic to make it more than just a Horror video game. Kirkland explains, “…the video game series includes Gothic tropes such as “claustrophobic, gloomy settings…with a sense of forthcoming violence…haunted houses

    “The Fear System” Triggering Tension in Survival Horror

  17. As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on

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  18. 3/03/2012 · Silent Hill 2 uses characters as a symbolic device to represent memories, delusions, and the future. Mary is a representation of Sunderland’s memories and “exists only on a video tape and as a photograph in the player’s possession” (Kirkland 174), Maria is a representation of delusions created by Silent Hill based on

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  19. Ewan Kirkland University of Brighton United Kingdom Ewan Kirkland completed his PhD at the University of Sussex on the subject of children’s cinema.

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  20. Thus, within games in the survival horror category, the uncanny experience is often generated through the defining features of survival horror gameplay itself rather than just the representational qualities of the setting, visuals and narrative.

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  21. Ben Kooyman. Download with Google Download with Facebook or download with email. Agency mechanics: gameplay design in survival horror video games

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  22. 2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.

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  23. Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.

    Expansion Excess and the Uncanny Deadly Premonition and

  24. Abstract. This chapter examines the prevalence of zombies in videogames in terms of the specific requirements of the digital game form

    Fischer-Hornung Dorothea and Monica Mueller eds

  25. _ (2009b): «Storytelling in survival horror video games», en Bernard Perron (ed.), Horror video games: Essays on the fusion of fear and play, McFarland & Company, Inc. Plublishers, Jefferson

    Bibliography AMNESIALOG.
    Gothic videogames survival horror and the Silent Hill
    Restless Dreams and Shattered Memories Psychoanalysis and

  26. Editor’s note: Waaaaaay back when I was starting my Consulting Analyst series on Silent Hill, I promised that when it concluded I would show you all a very special little piece of nostalgia: 21 year old Vrai’s senior thesis; or, what you might call the very first Consulting Analyst.

    Expansion Excess and the Uncanny Deadly Premonition and
    Horror Video Games Essays on the Fusion of Fear and Play
    Ewan Kirkland Nine Worlds

  27. Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.

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    Horror Videogames and the Uncanny DiGRA2009 revised submission

  28. As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on

    Masculinity in videogames the gendered gameplay of Silent

  29. The series’ generic relationship within horror cinema and horror gaming is illustrated, particularly its status as a survival horror video game. Finally, issues of gender, sexuality and race are examined, including constructions of masculinity, femininity, heterosexuality and whiteness.

    Freudian Concepts and Video Games General Discussion
    Events DIGRA SIG GAMES AND FILM

  30. Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed

    Haunting Ground Wikipedia

  31. Film studies and new media scholar Ewan Kirkland offers a useful definition of the genre: a survival horror game is “an action adventure game employing a third person perspective, and drawing on horror film iconography, in which a typically average character navigates a mazelike landscape, solving puzzles and fighting off monsters with limited ammunition, energy and means of replenishing it

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  32. Overall. collecting weaponry. the rescue missions they attempt and often fail. frantic combat styles. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. and a pervading sense of helplessness. and unreliable in a manner that interrogates

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  33. Kirkland E (2013) Gothic videogames, survival horror, and the Silent Hill series. Gothic Studies, vol. 14, no. 2, pp. 108-122. This is the first article in the predominantly literary journal Gothic Studies to examine the relationship between videogames and the gothic genre, to consider the extent to which the gothic mode is not only trans

    Storytelling in survival horror video games Kingston
    43994822 Masculinity Video Games

  34. Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed

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  35. (“Storytelling in Survival Horror Video Games” 62) Nearly all survival horror games are set in a location, which is “enclosed” and thereby somehow isolated, e.g. the deserted mansions in Resident Evil 1 and Haunting Ground and the barricaded, isolated villages in Forbidden Siren (Sony, 2003-08) and Project Zero 2: Crimson Butterfly (Tecmo, 2003).

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  36. Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126. Zombies! Call for Papers!

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  37. Ewan Kirkland, “Resident Evil’s Typewriter: Survival Horror and its Remediations”, Games and Culture vol. 4, no. 2 (April 2009), 115-126. Zombies! Call for Papers!

    Freudian Concepts and Video Games General Discussion

  38. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.

    Games simulation and Media. Remediation Live cinema and

  39. In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “”survival”” themes.

    “The Fear System” Triggering Tension in Survival Horror

  40. This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …

    Storytelling in survival horror video games ResearchGate
    Undead avatars the zombie in horror video games CORE

  41. on the topic of horror games have pointed out the need for the genre to develop its own modes of address in order to mature and move away from the over-reliance on cinema and literature (Rouse 2009; Kirkland …

    Conference report and video Gaming the Gothic Sheffield

  42. Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .

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  43. 10/07/2017 · Ewan Kirkland points out, “cut scenes serve to strengthen the analogy between the player and the avatar body in fictional video game space, and the process by which ludic actions assume a symbolic, metaphorical or representational resonance,” (Kirkland 66). Starting with the power to look around, then having that power taken from you, that is where the true fear lies. And when already in a

    Gothic Videogames Survival Horror and the Silent Hill Series
    Ewan Kirkland Nine Worlds

  44. As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on

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  45. Kirkland, Ewan (2009) Storytelling in survival horror video games. In: Thinking After Dark: Welcome to the World of Horror Video Games; 23 – 25 April 2009, Montreal, Canada.

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  46. Kirkland, Ewan (2016) Undead avatars: the zombie in horror video games In: Fischer-Hornung, D. and Mueller, M., eds. Vampires and zombies: transcultural migrations and transnational interpretations.

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    Storytelling in survival horror video games ResearchGate
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  47. Kirkland describes how “horror video games’ emulation of white noise, photographic blurring, and celluloid imperfections produces the uncanny impression of an older, ghostly or undead analog media seeping into, contaminating and enveloping the digital” (123-124).

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  48. Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of

    Ewan Kirkland — The University of Brighton

  49. Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.

    Story Telling and Interactivity in Video Gaming The Artifice
    Horror video games essays on the fusion of fear and play
    Storytelling in survival horror video games CORE

  50. A recurring aspect of survival horror combines the investigation of a protagonist’s origins, a return to the family home, and the exploration of gynecological spaces – blood red corridors, womb-like caverns, bloody chambers – reproducing what is for Freud the primal site of the uncanny.

    Undead avatars the zombie in horror video games
    Start Select Continue The Ludic Anxiety in Video Game

  51. Get this from a library! Horror video games : essays on the fusion of fear and play. [Bernard Perron;] — “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival”

    Horror video games essays on the fusion of fear and play
    Examining (and Destabilizing) Gender in Silent Hill 2
    The World of Scary Video Games A Study in Videoludic

  52. games, simulation and media. remediation: live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

    Ewan Kirkland Nine Worlds
    Silent Hill muse.jhu.edu

  53. Dr Ewan Kirkland teaches Screen Studies at the University of Brighton; his research interests include children’s media, horror video games, and popular representations of dominant identities. Ewan has published on masculinity in Hollywood family films, gender politics in animation, and whiteness in vampire television and crime drama. In

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  54. As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on

    Restless dreams in Silent Hill approaches to video game
    Events DIGRA SIG GAMES AND FILM
    Storytelling in survival horror video games ResearchGate

  55. Thus, within games in the survival horror category, the uncanny experience is often generated through the defining features of survival horror gameplay itself rather than just the representational qualities of the setting, visuals and narrative.

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  56. Because it is at the crossroads of diverse cultural heritages and the latest technological developments, and because it exhibits the ins and outs of the matrix that governs all but a few games (spatial navigation and survival), horror video games require a deeper study.

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    Narrative in survival horror videogames University of

  57. Kirkland describes how “horror video games’ emulation of white noise, photographic blurring, and celluloid imperfections produces the uncanny impression of an older, ghostly or undead analog media seeping into, contaminating and enveloping the digital” (123-124).

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  58. Ben Kooyman. Download with Google Download with Facebook or download with email. Agency mechanics: gameplay design in survival horror video games

    Gothic videogames survival horror and the Silent Hill
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  59. This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hill’s narrative, aesthetics and …

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  60. About The World of Scary Video Games. As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre.

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  61. Kirkland proceeds to take a closer look at two iconic zombie games, Resident Evil —“the first [game] to coin the term survival horror ” (235)—and the Japanese-originated Forbidden Siren, especially in terms of the gaze politics that relate player to avatar and their zombie enemies.

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  62. tend to examine the ludological relationship between game and horror, Ewan Kirkland, while acknowledging the ludological and narratological debate over video games, suggests that because the narrative structure of survival horror video games often controls what the payer is allowed to do and where the player is allowed to go, player horror ultimately comes from an understanding that “we are

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  63. “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival” themes.

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    Undead avatars the zombie in horror video games

  64. Kirkland proceeds to take a closer look at two iconic zombie games, Resident Evil —“the first [game] to coin the term survival horror ” (235)—and the Japanese-originated Forbidden Siren, especially in terms of the gaze politics that relate player to avatar and their zombie enemies.

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  65. There is no genre of video games which showcases this more than that of survival-horror. Survival-horror games are renowned for taking the mundane and breathing a horrifying new life into it. Ewan Kirkland writes about this in his piece Horror Videogames and the Uncanny .

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  66. Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 (electronic resource) Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.

    “The Fear System” Triggering Tension in Survival Horror

  67. Storytelling in survival horror video games. Article with 178 Reads. Cite this publication. Ewan Kirkland. Abstract. This paper looks at survival horror’s relationship with narrative and

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  68. As Ewan Kirkland argues pertinently, Silent Hill “constitutes an extremely self-reflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text” (2007, 403), whose “aspects heighten rather than undermine the games’ horror effect. The games encourage critical reflection upon aspects of videogaming, while maintaining a visceral hold on

    “The Fear System” Triggering Tension in Survival Horror
    Project MUSE Silent Hill

  69. Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of

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  70. 2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.

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  71. Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …

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  72. Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .

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  73. Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.

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  74. games, simulation and media. remediation: live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

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    Horror Videogames and the Uncanny DiGRA2009 revised

  75. Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised

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  76. Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.

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  77. Thus, within games in the survival horror category, the uncanny experience is often generated through the defining features of survival horror gameplay itself rather than just the representational qualities of the setting, visuals and narrative.

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  78. Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 (electronic resource) Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.

    Monstrous Spaces in a Sea of Fog Silent Hill 2 and the
    Project MUSE Silent Hill
    Horror video games essays on the fusion of fear and play

  79. Thus, within games in the survival horror category, the uncanny experience is often generated through the defining features of survival horror gameplay itself rather than just the representational qualities of the setting, visuals and narrative.

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  80. Because it is at the crossroads of diverse cultural heritages and the latest technological developments, and because it exhibits the ins and outs of the matrix that governs all but a few games (spatial navigation and survival), horror video games require a deeper study.

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  81. Kirkland, Ewan (2009) Narrative in survival horror videogames In: Perron, B., ed. Horror video games: welcome to the world of horror videogames.

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  82. 154 • Bibliography and Ludography Higuinen, Erwan, and Charles Tesson. 2002b. “Entretien. Christophe Gans: ‘Ce n’est pas du cinéma!.’” Cahiers du Cinéma, special issue on video games…

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  83. 154 • Bibliography and Ludography Higuinen, Erwan, and Charles Tesson. 2002b. “Entretien. Christophe Gans: ‘Ce n’est pas du cinéma!.’” Cahiers du Cinéma, special issue on video games…

    Narrative in survival horror videogames University of

  84. Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of

    Storytelling in survival horror video games ResearchGate

  85. Horror video games: essays on the fusion of fear and play – Bernard Perron c2009 9780786441976 Book Further Rouse, R. (2009) ‘Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games’ pp. 15 – 25.

    Narrative in survival horror videogames University of
    Horror Video Games edited by Bernard Perron – Games
    Examining (and Destabilizing) Gender in Silent Hill 2

  86. If you’re interested in scifi survival horror, or just lovecraftian adventures in space, Mothership is the best system I’ve ever seen for that. Also, incredible graphic …

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  87. Abstract. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. Noting the dominance of traditional male characters and masculine themes within the video-game medium, the Silent Hill franchise is seen as deviating from this assured, aggressive, and unexamined machismo.

    Undead avatars the zombie in horror video games CORE
    Narrative in survival horror videogames University of

  88. Laurie N. Taylor’s “Gothic Bloodlines in Survival Horror Gaming and Ewan Kirkland’s “Storytelling in Survival Horror Video Games.” The later section tightens the focus to specific games with Simon Niedenthal’s “Patterns of Obscurity:

    A Deadly Discipline Folklore Folklorists and the Occult

  89. Abstract. This chapter examines the prevalence of zombies in videogames in terms of the specific requirements of the digital game form

    Narrative in survival horror videogames University of
    Restless Dreams and Shattered Memories Psychoanalysis and

  90. Kirkland proceeds to take a closer look at two iconic zombie games, Resident Evil —“the first [game] to coin the term survival horror ” (235)—and the Japanese-originated Forbidden Siren, especially in terms of the gaze politics that relate player to avatar and their zombie enemies.

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  91. Ewan Kirkland (2005), a professor and a leading authority in horror video games, identifies and criticizes “the recurring narrative of male heroes rescuing helpless female, the sexualised

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  92. Ewan Kirkland Kingston University London ekirklanduk@yahoo.co.uk 07792652288 ABSTRACT This paper explores the uncanny dimensions of avatars and gamespace in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure …

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  93. This article proposes the notion of ‘agency mechanics’ as an innovative design element of video games. It begins by exploring the well-documented interactive elements of horror cinema, and goes on to explore how strategies such as the sadistic/masochistic gaze and narrative perspective have been further developed in video games.

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  94. Horror Videogames and the Uncanny Ewan Kirkland Kingston University London Survival horror games are full of elaborate gothic landscapes, rough-hewn asymmetrical caverns, fleshy corridors dripping with indeterminate fluids. Gillian Skirrow, in a 1986 article ‘Hellivision: an analysis of video games’ considers the construction of gamespaces and videogame experiences as investigations of

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  95. Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .

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  96. 154 • Bibliography and Ludography Higuinen, Erwan, and Charles Tesson. 2002b. “Entretien. Christophe Gans: ‘Ce n’est pas du cinéma!.’” Cahiers du Cinéma, special issue on video games…

    Horror Videogames and the Uncanny School of Literature

  97. 2 From horror cinema to horror gaming. The influence of horror cinema on horror gaming, in particular survival horror, has been widely noted. Richard J. Hand identifies George Romero’s original Dead trilogy—Night of the Living Dead (1968 Romero, G.A., dir. 1968.

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  98. Kirkland, Ewan. “Horror Videogames and the Uncanny.” “Horror Videogames and the Uncanny.” Breaking New Ground: Innovation in Games, Play, Practice and Theory: Proceedings of DiGRA 2009 .

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  99. games, simulation and media. remediation: live cinema and the ways this art form continues to borrow avidly from [other digital media] as well as from its analog predecessors such as film, television, and video games

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  100. Dodd 1 ‘Welcome Home, Good Hunter’: Narrative Archaeology in Bloodborne Although not always chiefly interested in narrative, video games have developed multiple ways to present stories to the player, ones which necessitate an element of persistence and investigation to progress. The acclaimed

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  101. A recurring aspect of survival horror combines the investigation of a protagonist’s origins, a return to the family home, and the exploration of gynecological spaces – blood red corridors, womb-like caverns, bloody chambers – reproducing what is for Freud the primal site of the uncanny.

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  102. Overall. collecting weaponry. the rescue missions they attempt and often fail. frantic combat styles. This article explores construction and representation of masculinity in the “survival horror” video-game series Silent Hill. and a pervading sense of helplessness. and unreliable in a manner that interrogates

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  103. Gender Representation in Video Games. Video games have long been known as a male-dominated media, including in the terms of market audience, player base, and character representation in game.

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  104. Ewan Kirkland maintains the importance of game space in relation to narrative development, asserting, “Architecture is a recurring metaphor used to understand video games, and in survival horror buildings and spaces tell stories, much like the documents which litter them” (Kirkland “Storytelling,” 75).

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  105. Critical theorization of these forms within media studies illuminate their function within digital video game texts; such processes illustrating the cultural, institutional, and aesthetic meanings and mythologies of both analog and digital media, while continuing traditional use of media technologies within discourses of horror and the supernatural.

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  106. Get this from a library! Horror video games : essays on the fusion of fear and play. [Bernard Perron;] — “In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “survival”

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  107. In this in-depth critical and theoretical analysis of the horror genre in video games, 14 essays explore the cultural underpinnings of horror’s allure for gamers and the evolution of “”survival”” themes.

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