The Doors of Perception: Horror Video Games and the Ideological Implications of Ludic Virtual Reality

被引:0
|
作者
Christopher, David [1 ]
Leuszler, Aidan [2 ]
机构
[1] Xian Jiaotong Liverpool Univ, Dept Media & Commun, 111 Renai Rd,Suzhou Ind Pk, Suzhou 215123, Peoples R China
[2] Univ Fraser Valley, SCMS, Abbotsford, BC, Canada
关键词
horror video games; virtual reality; ideology; cultural effects; perception;
D O I
10.1177/15554120221097414
中图分类号
G [文化、科学、教育、体育]; C [社会科学总论];
学科分类号
03 ; 0303 ; 04 ;
摘要
With the 'perfect marriage' between horror and video games has come a concomitant cultural studies discourse surrounding these games. Previously, while Carol Clover insisted that identification through the perspectival screen is poorly understood, she seminally argued that slasher horror in particular allows for more progressive gender identifications. More broadly, and somewhat conversely, Carly Kocurek observes the most reactionary effects of the horror genre's reduction of cultural 'others' to monsters and the problem with their prurient dispatch in video games. Lastly, Tammy Lin argues that the experience of virtual reality (VR) significantly heightens the experience of horror. In concert, these imply that VR should heighten the ideological effects and gender identifications identified by both Kocurek and Clover, for better or for worse. This paper examines the ways in which both ostensibly reactionary and progressive ideological elements have migrated into horror video games and the implications of VR on this phenomenon.
引用
收藏
页码:362 / 379
页数:18
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