{"product_id":"the-world-of-scary-video-games-9781501316197","title":"The World of Scary Video Games","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eAs for film and literature, the horror genre has been very popular in the video game. \u003ci\u003eThe World of Scary Video Games\u003c\/i\u003e 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. It examines the ways in which video games have elicited horror, terror and fear since \u003ci\u003eHaunted House\u003c\/i\u003e (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from \u003ci\u003eHaunted House (\u003c\/i\u003e1981) to \u003ci\u003eAlone in the Dark\u003c\/i\u003e (1992- ), \u003ci\u003eResident Evil \u003c\/i\u003e(1996-present), \u003ci\u003eSilent Hill\u003c\/i\u003e (1999-present),\u003ci\u003e Fatal Frame\u003c\/i\u003e (2001-present),\u003ci\u003e Dead Space\u003c\/i\u003e (2008-2013),\u003ci\u003e Amnesia: the Dark Descent\u003c\/i\u003e (2010), and \u003ci\u003eThe Evil Within \u003c\/i\u003e(2014). Accessibly written, \u003ci\u003eThe World of Scary Video \u003cbr\u003e\u003cbr\u003e\u003cb\u003eTrade Review\u003c\/b\u003e\u003cbr\u003ePerron's essay is a rare example of a complete examination of a particular genre, and the way the author went about proposing the synthesis of a subject - perhaps not total, but also close as much as possible - should be a model for such an exercise in the future. * Spirale Magazine *\u003cbr\u003eIt will undoubtedly find a place on many readers’ shelves. Summing Up: Recommended. Advanced undergraduates through faculty and professionals. * CHOICE *\u003cbr\u003eThorough and laden with in-depth knowledge, The World of Scary Video Games is an invaluable resource for fans, scholars and artist\/designers of horror. * Tanya Krzywinska, Professor of Digital Games and Director, Games Academy, Falmouth Unversity, UK *\u003cbr\u003e(Bloomsbury translation) Newcomers to this field of research will find a wealth of information on digital horror thanks to the detailed descriptions and historical overview, while experts will find new approaches and a well-founded bibliography to further their own research. * MEDIENwissenschaft *\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003eAcknowledgments Introduction  \u003cb\u003ePart I: The Genre\u003c\/b\u003e  \u003cb\u003eChapter One\u003c\/b\u003e The Horror: Falling into the Arena of Video Game Genres Crossing Paths with a “Monstrous” Concept The Need to Use a New Combo Finding Some Directions  \u003cb\u003eChapter Two\u003c\/b\u003e  “You have once again entered the world of survival horror. Good luck!” Loading Screen… A Species of Their Own A Cross-Media Genre The (Survival) Horror Genre  \u003cb\u003eChapter Three\u003c\/b\u003e Something to Fear: From the Fictional to the Videoludic Gut Reactions The Answer Is Fear Fear-Motivated Actions  \u003cb\u003eChapter Four\u003c\/b\u003e Building the Pyramid of Scary Video Games: Toward the Scare Tactics of the Videoludic Horror Genre The Gaming Apparatus: Technical and Formal Aspects The Videoludic Treatment of Horror Figures of Interactivity, Actional Modalities and Scare Tactics The Pyramid of Scary Video Games  \u003cb\u003ePart II: The History  Chapter Five\u003c\/b\u003e Thinking about the History of the Videoludic Horror Genre, Part I: From Teleology to the Initial Cluster Teleology, This Monster (Before 1981) The Scattered Generic Cluster (1981-1991)  \u003cb\u003eChapter Six\u003c\/b\u003e Thinking about the History of the Videoludic Horror Genre, Part II: Crystallization and Bipolarity The Crystallization of the Survival Horror (1992-2005) The Antipodal Clusters: Fight or Flight (2006-2016) Scary Virtual Reality (2017 and the future…)  \u003cb\u003ePart III: The Scare Tactics\u003c\/b\u003e  \u003cb\u003eChapter Seven\u003c\/b\u003e The Frightening Regimes of Vision  The Experience of Gamership Third-Person Frightening Regime of Vision First-Person Frightening Regime of Vision Seeing Is Not Everything  \u003cb\u003eChapter Eight\u003c\/b\u003e The Frightening Regimes of Audition Third-Person and First-Person Frightening Regimes of Audition Synch to the Rendering of the Gruesomeness (In) A Fearful Mood Dreadful Listening and Terrifying Forewarnings \u003cb\u003e Chapter Nine\u003c\/b\u003e Scary Playgrounds Setting the Mood Caught up in the Maze Unsettling Progression  \u003cb\u003eChapter Ten\u003c\/b\u003e Monsters Meet Scared Player(-Characters) Some Kind of Monster Figures Under Threat Seek and Destroy Surviving Horror  Afterword  References  Ludography   Index\u003c\/i\u003e","brand":"Bloomsbury Publishing Plc","offers":[{"title":"Default Title","offer_id":51019957338455,"sku":"9781501316197","price":35.14,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781501316197.jpg?v=1750781877","url":"https:\/\/bookcurl.com\/products\/the-world-of-scary-video-games-9781501316197","provider":"Book Curl","version":"1.0","type":"link"}