This paper explores Konami's horror videogame franchise Silent Hill according to recent discussions of immersion, alienation and critical simulation. Silent Hill constitutes an extremely selfreflexive series, frequently acknowledging its videogame status and interrogating the medium as experience and text. This, paradoxically, produces an experience of simultaneous critical distance and intensified engagement. Clumsy controls, grotesque imagery and deterministic gameplay disrupt player immersion. The digital emulation of analogue media and its distortion denies technological transparency. Silent Hill invites comparisons to Brechtian theatre and filmmaking through its estranged protagonists, multiple `alternative' spaces, and pervasive `unpl...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
This article explores construction and representation of masculinity in the “survival horror” video-...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
This paper explores constructions of Silent Hill, Konami’s survival horror videogame series, as ‘art...
“What is a ghost?”“An emotion, a terrible moment condemned to repeat itself over and over…”-The Devi...
This article explores the ‘survival horror’ videogame – a genre including such series as Resident Ev...
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
For centuries, the horror genre has ensnared audiences across generations and genre lines: ballet, o...
In this article I am going with the help of rhetorical analysis means the methodology of the horror ...
Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games ...
International audienceThis chapter proposes to study intermediality in video games in order to highl...
American Gothic of whatever stripe is arguably at its most interesting in games where it departs fro...
This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series ...
This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series ...
Aquest treball de recerca fa un estudi comparatiu del videojoc de terror amb el seu homòleg cinemato...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
This article explores construction and representation of masculinity in the “survival horror” video-...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...
This paper explores constructions of Silent Hill, Konami’s survival horror videogame series, as ‘art...
“What is a ghost?”“An emotion, a terrible moment condemned to repeat itself over and over…”-The Devi...
This article explores the ‘survival horror’ videogame – a genre including such series as Resident Ev...
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
For centuries, the horror genre has ensnared audiences across generations and genre lines: ballet, o...
In this article I am going with the help of rhetorical analysis means the methodology of the horror ...
Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games ...
International audienceThis chapter proposes to study intermediality in video games in order to highl...
American Gothic of whatever stripe is arguably at its most interesting in games where it departs fro...
This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series ...
This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series ...
Aquest treball de recerca fa un estudi comparatiu del videojoc de terror amb el seu homòleg cinemato...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
This article explores construction and representation of masculinity in the “survival horror” video-...
Alone, in the dark. Narrative practices and videogame experiences of fear. In contemporary mediascap...