Horror video games are an important site for technological examination. This thesis will explore the specific conjunction between the information medium of video game technology (within the game) and the cultural phenomenon of the representation of technology predicated in games. This thesis will discuss the nature of information dissemination mediated by technology, in relation to both monster and player, in horror video games. Using a qualitative methodological approach from Mia Consalvo and Nathan Dutton, combined with my contribution of understanding horror (power, networks, sensation), this thesis will discuss the perception technology encourages once inundated in horror games. Through this perspective, the significance of technology i...
With the prosperous growth of internet and cyber world, people trend to look for more entertainments...
This article uses Bolter and Grusin’s notion of remediation to explore analog media technologies—cin...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
Horror video games are an important site for technological examination. This thesis will explore the...
This book explores the central role of the zombie in contemporary popular culture as they appear in ...
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooke...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
This article refers to the philosophical study of myth construction in videogames. We have studied h...
International audienceThis intervention intends to explore how the literary expression of fear and t...
International audienceThis intervention intends to explore how the literary expression of fear and t...
International audienceThis intervention intends to explore how the literary expression of fear and t...
ABSTRACT: Science, Technology, and Society (STS) studies examine the social and cultural factors tha...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
With the prosperous growth of internet and cyber world, people trend to look for more entertainments...
This article uses Bolter and Grusin's notion of remediation to explore analog media technologies—cin...
With the prosperous growth of internet and cyber world, people trend to look for more entertainments...
This article uses Bolter and Grusin’s notion of remediation to explore analog media technologies—cin...
This article introduces and situates the ensuing collection of four essays on the theme of games and...
Horror video games are an important site for technological examination. This thesis will explore the...
This book explores the central role of the zombie in contemporary popular culture as they appear in ...
Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooke...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
This article refers to the philosophical study of myth construction in videogames. We have studied h...
International audienceThis intervention intends to explore how the literary expression of fear and t...
International audienceThis intervention intends to explore how the literary expression of fear and t...
International audienceThis intervention intends to explore how the literary expression of fear and t...
ABSTRACT: Science, Technology, and Society (STS) studies examine the social and cultural factors tha...
For as long as humans have known death, horror has existed as a condition of fear in fact and an out...
With the prosperous growth of internet and cyber world, people trend to look for more entertainments...
This article uses Bolter and Grusin's notion of remediation to explore analog media technologies—cin...
With the prosperous growth of internet and cyber world, people trend to look for more entertainments...
This article uses Bolter and Grusin’s notion of remediation to explore analog media technologies—cin...
This article introduces and situates the ensuing collection of four essays on the theme of games and...