“Fear the Old Blood”: The Gothicism of Bloodborne


Mukherjee Hiranya
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

Gothic studies and Game studies are beginning to be explored in connection with each other to find various configurations of Gothic elements in the cybertext of games. In this article, I explore various Gothic elements in Bloodborne (From Software, 2015). My methodology incorporates the analysis of the manifestation of Gothicism in the game through the interplay between the figure of the player character, mise-en-scène, and the presence of psychologically affective states pertaining to the experience of playing the game. The role and aspects of player participation, performativity, and in-game mechanics are also examined with respect to the particular function they serve in the realization of the Gothic experience. The presence of Gothic and Lovecraftian tropes, symbolism, and elements of horror within the narrative are also explored.

 

Glitch Horror: BEN Drowned and the Fallibility of Technology in Game Fan Fiction



2017 DiGRA '17 - Proceedings of the 2017 DiGRA International Conference

This paper seeks to define a burgeoning genre of transmedia narratives — “glitch horror” — using a popular “creepypasta” (a work of online horror fiction) entitled BEN Drowned as a primary source. The horror of BEN Drowned is rooted in the rhetoric of glitches, those infuriating moments when the failures of technology interrupt gameplay and otherwise distort the world of a game. The emergence of the glitch horror genre and the popularity of narratives like BEN Drowned are manifestations of collective anxieties surrounding the fallibility and restrictions of digital technology; it is fiction about the fear of glitchy games, corrupted files, and bad coding. The paper explores glitch horror through the lenses of fan fiction and participatory culture, metafiction, the Freudian uncanny, the fallibility of technology, and fundamental rules of gaming and play.

 

Animal Crossing: New Leaf and the Diversity of Horror in Video Games


Brown Ashley Marklund Björn
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference

This paper explores the diverse ways horror can be conveyed in games by investigating how games that are not associated with the horror genre can produce unsettling or scary experiences. To conduct this exploration, this study uses interaction mapping, as outlined by Consalvo and Dutton (2006), to examine a game that has thoroughly pleasant and cutesy trappings: Animal Crossing: New Leaf (Nintendo 2013). The interactions were analysed according to three themes prevalent within literature on horror and horror games: the loss of agency, the Freudian uncanny, and the Heideggerian uncanny. Ultimately, this paper demonstrates that a game which is not explicitly scary is occasionally made so through its rudimentary simulation of human behaviour and societal constructs as well as its autonomous functions and inclusion of real-world time, showing that games have very diverse means of conveying unsettling or horrifying experiences. The paper also shows how frameworks used to analyse games in the horror genre can be applicable to critical readings of non-horror games in order to understand the unexpected player reactions they can evoke.

 

Ghastly multiplication: Fatal Frame II and the Videogame Uncanny


Hoeger Laura Huber William
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

Through a close-play and close reading of the game Fatal Frame II, we identify the uniquely game-based aspects of the uncanny in a horror game. Subsequently, we engage in an interpretation of the game which centers on a psychoanalytic model of the avatar and theories of the twin.

 

Horror Videogames and the Uncanny


Kirkland Ewan
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

This paper explores the uncanny dimensions of avatars and gamespaces 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 appears to act with autonomy and agency, unsettles the boundaries between dead object and living person. Spaces in survival horror games characterise the uncanny architecture of horror films and literature. Many suggest the unsettling psychological disturbance lurking behind the homely and the familiar. 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.