Formalising Suspense from Immersive Environments

Total Page:16

File Type:pdf, Size:1020Kb

Formalising Suspense from Immersive Environments Formalising suspense from immersive environments Pablo Delatorre1, Manuel Palomo-Duarte1, and Pablo Gerv´as2 1 University of Cadiz, Spain [email protected], [email protected], WWW home page: http://esingenieria.uca.es/ 2 University Complutense of Madrid, Spain [email protected], WWW home page: http://informatica.ucm.es/ Abstract. Survival horror video-games have acquired great acceptance in recent years. Immersion, ease of play, virtual reality gadgets and emo- tional intensity have helped to popularise them. Famous youtubers still perform their videos based on these games, counting millions of viewers even if the design of them is very similar in terms of atmosphere, limited actions and mapping. Usually conceived as suspense-evoking threaten- ing environments to explore and escape, this similarity may lead to think about automatising the generation of products of this genre. In this pa- per, suspense definitions are reviewed from the view of emotional e↵ects. Further, we propose a formula relating suspense to dimensions valence, arousal and dominance. Finally, we present an experiment that supports its application for a horror game. Keywords: suspense, emotions, survival horror, video-games 1 Introduction Popularity of games based on horror and suspense has boomed in recent years. Both 2014 and 2015 were defined by critics as “a great year for horror games” [52] and “the year of horror games” [38]. The amount of games of this genre o↵ered in Steam has almost triplicated from 2008 (3.65%) to 2015 (8.49%)3. Most followed youtubers have used this sort of games to induct their fame, what has helped to the expansion of the genre. From the list of twenty more followed youtubers4 [70], half of them dedicated to video-games have based or are basing its slide-shows on fear and frights5, counting about 84 millions of subscribers. In addition to this, recent simple engines and tools have influenced video-games new developers. Thereby, a thousand of non-professional products have been 3 Information obtained from the list of o↵ered games of Steam store web site [66]. 4 Excluding Vevo channels. 5 Eight out of twenty of the most followed youtubers play and comment video-games. The half of them, pewdeepie (first position), elrubiusOMG (5), JuegaGerman (17) and Markiplier (19) usually play horror and suspense games. released for the community in recent years, and many of them have been played by mentioned youtubers in their videos. Amplified by our then-current fascination with the possibilities of virtual reality environments (VR) [4, p. 2], new technologies as Oculus Rift, Samsumg Gear VR or Google Cardboard di↵use even further the genre. Immersion is mainly oriented to a first person environment, where the game can create virtual spaces in which the player performs an actor [60, p. 80] that engage the player psychologically [64, p. 176]. For example, in 3D Monster Maze (survivor First- Person Shooter precedent and probably the first 3D game [7, p. 30]), the walker is supposed to go and can preview the route to take. From a first-person point of view, player is forced to navigate in order to learn what the structure of space is and to make a mental map of it [18, p. 75]. Beyond mere fun, the aim of these games is that players experiment just the same sensations of fear and anxiety that the character performed would feel. This type of paradigm is used to generate increasing engaging out-of-the-body and body substitution illusions [56, p. 1]. In this way, the genres naturally adapted to virtual reality are simulators, FPS and the sub-genre of first-person horror and suspense survivor adventures (mostly FPSs with limited use of weapons and aim, or even without options to attack, as it happens in games like Outlast). These applications require a high level of immersion while they try to produce a “sense of presence” [5, p. 37] by means of monopolising the own senses [11, p. 60]. Despite this increasing popularity, horror and suspense games are not usually among the best games of each year, and barely a few of them have been elected among the main games that you-may-not-miss6 [1, 22, 28, 21]. Only Doom, BioShock, Resident Evil 4, Silent Hill 2 and The Last of Us are mentioned, and not in ev- ery list. Nevertheless, in the memory of many players remains titles like Slender, Fatal Frame, Dead Space, Five Nights at Freddy’s, Alan Wake or aforenamed Outlast as fundamental games in the history of the interactive entertainment. However, although a di↵erence is observed between the successful acceptation of horror and suspense video-games, and users and reviewers ratings, we may see that their o↵er keeps increasing, videos where people play them get a lot of audience, VR new technologies perfectly fit them in terms of immersion and many titles become part of the collective knowledge. Consistent with this acceptation of a wide community of gamers and YouTube viewers, experiments in video-games industry conclude that players prefer sus- penseful games, finding them more enjoyable than non-suspenseful ones [31, p. 31]. Results support the assumption that suspense is a driver of video-game en- joyment [p. 29], even for people who dislike horror and suspense genre in litera- ture or movies. Since the relationship between gamer and game is fundamentally di↵erent from that between a film viewer and a film, it may be expected that films and video-games excel at generating di↵erent types of emotions [20, p. 13]. Elements that influence these preferences have been broadly studied. Atmo- sphere plays a fundamental role in terms of illumination, sound and aesthetic to provide a di↵erent environment for expressing a way to see the world. Quite 6 Sources: Metacritic, GamesRadar+, IGN and Game Rankings. frequently the simulated environment influences more than the game argument, relegating it to a second plane. Unlike narrative and drama, its essence lays on a basic assumption: change is possible. It does not deal with what happened or is happening, but with what may happen [19, p. 233]. For example, Slender: The Eight Pages successfully represents the simplest way to illustrate this idea. The player is situated in the woods with the objective of collecting eight pages of paper scattered randomly around ten areas while avoiding being captured by the Slender Man, an invincible faceless creature who passively stalks his targets until they mentally break down and disappear [65, p. 45–46]. Whilst video-games di↵er from cinema in their digital origin and their interactive and typically immersive environments, the premise of creating fear for a player within the survival horror game genre can be attributed to the confrontation with grotesque, non-human-like beings, and in this, is no di↵erent from horror cinema [62, p. 4]: lighting alternates between illuminated places and a complete darkness, and the character has only the help of a lantern to see while moving around open landscapes or inside of labyrinthine buildings; encounters are not the same when the player cannot clearly see the enemy or the surrounding environment; player is embarked upon a lengthy exploration in a hostile environment [45, p. 133]. In this context, the fact that elements to search are pages, pictures or coins is secondary: the game is uniquely based on the environment and making the player jump, as it is not possible to predict the scare nor barely defend from threats. Both, environment and sudden attacks contributes to the emotional immersion: in a 3D environment, antagonists can appear from all directions [67, p. 100]. Further, this context of uncertain outcome led to greater enjoyment, and this e↵ect is mediated by suspense [2, p. 1]. This model of primitive mechanisms based on threat of jump scares, feeling of vulnerability and immersed on an evocative atmosphere are common in many modern horror and suspense games7. In this manner, the importance of this style of video-game is remarkable, as much as to be worthy of having their own sub-genre in the survival horror classification. The concept of this sub-genre is so simple that products could be candidate to be generated by computer. We propose that the threat of jump scares, feeling of vulnerability and atmosphere can be created by automatic mappings and plot generators, taking into account an external configuration about each particular aesthetic concept. However, none remarkable initiative has been released to this respect: excepting the discrete Zeoworks Horror Game Creator & HD Free Indie Games (a Kickstarter project released in September of 2014), existing tools often used to develop horror-games are conceived for generic games design8. Aiming to get this automation, in this paper we put forward a criteria to measure a game aesthetic. Actions are fixed and limited, map generation is a 7 For example, Amnesia: the Dark Descent, Outlast, A↵ected (developed for Oculus Rift), Insanidade, Mental Hospital, Layers of Fear, P.T., Doors of Silence or Kraven Manor, originals and sequels, in their cases. All of them were developed from 2010. 8 Even if Unity 3D is nowadays a popular tool to develop survival horror games, it is not specifically oriented for it. Released assets neither cover automatic generation. solved enough issue [10, 59, 27] and growing sophistication of artificial intelligence programming techniques has contributed greatly to adding variation in enemies behaviour [20, p. 26]. However, beyond its natural creative conception, there is a lack of a formal model of suspense which may help to generate and predict the atmosphere scope based on its emotional e↵ects. In fact, although several authors have discussed scenarios in which video-games generate emotions, little attention has been paid to a detailed understanding of the emotions in question [p.
Recommended publications
  • Silent Hill Le Moteur De La Terreur
    Bernard Perron SILENT HILL le moteur de la terreur Traduit de l’anglais (Canada) par Claire Reach L>P / QUESTIONS THÉORIQUES L’auteur emploie le titre Silent Hill pour désigner l’ensemble de la série. À la mémoire de Shantal Robert, Silent Hill (sans italiques) désigne la ville éponyme. lumière dans l’obscurité Et pour chaque jeu en particulier, les abréviations suivantes : SH1 Silent Hill (PS1), Konami/Konami (1999). SH2 Silent Hill 2 (PS2/PC), Konami/Konami (2001). SH3 Silent Hill 3 (PS2/PC), Konami/Konami (2003). SH4 Silent Hill 4: The Room (PS2/Xbox/PC), Konami/Konami (2004). SH: 0rigins Silent Hill: 0rigins (PSP/PS2), Konami/Konami (2007). SH: Homecoming Silent Hill: Homecoming (PS3/Xbox 360/PC), Double Helix Games/ Konami (2008). SH: Shattered Memories Silent Hill: Shattered Memories (Wii/PS2/PSP), Climax Studios/Konami (2009). SH: Downpour Silent Hill: Downpour (PS3/ Xbox 360), Vatra Games/Konami (2012). INTRODUCTION Le chemin est le but. Proverbe bouddhiste theravada Toute discussion sur Silent Hill débute immanquable- ment par une comparaison avec Resident Evil. Cette série de jeux sur console très populaire de Capcom (1996) ayant été lancée avant le Silent Hill (SH1) (1999) de Konami, elle était et demeure à ce jour la référence obligée. Toutefois, comme le soulignait l’Official U.S. PlayStation Magazine en couver- ture de son numéro de mars 1999, SH1 était « plus qu’un simple clone de Resident Evil 1 ». On a d’abord remarqué les progrès techniques et esthétiques. Les arrière-plans réa listes et pré calculés en 2D de Raccoon City cédaient la place aux environnements en 3D et en temps réel de Silent Hill.
    [Show full text]
  • The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
    The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game.
    [Show full text]
  • Video Game Archive: Nintendo 64
    Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 ​ Table of Contents…………………………………………………………………………………………. 3 ​ Table of Figures……………………………………………………………………………………………5 ​ Acknowledgements……………………………………………………………………………………….. 7 ​ Executive Summary………………………………………………………………………………………. 8 ​ 1-Introduction…………………………………………………………………………………………….. 9 ​ 2-Background………………………………………………………………………………………… . 11 ​ ​ ​ 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 ​ 2.2 - The Console and its Competitors:………………………………………………………………. 16 ​ ​ Development of the Console……………………………………………………………………...16
    [Show full text]
  • Threat Simulation in Virtual Limbo Preprint
    This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out.
    [Show full text]
  • Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
    Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarly­labelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot­‘em­up, the racing game, the platform game, the God game, the real­time strategy game, and the puzzle game,(3) the simulation, role­playing, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘process­orientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and under­theorized.
    [Show full text]
  • PT, Freud, and Psychological Horror
    Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories.
    [Show full text]
  • 9. List of Film Genres and Sub-Genres PDF HANDOUT
    9. List of film genres and sub-genres PDF HANDOUT The following list of film genres and sub-genres has been adapted from “Film Sub-Genres Types (and Hybrids)” written by Tim Dirks29. Genre Film sub-genres types and hybrids Action or adventure • Action or Adventure Comedy • Literature/Folklore Adventure • Action/Adventure Drama Heroes • Alien Invasion • Martial Arts Action (Kung-Fu) • Animal • Man- or Woman-In-Peril • Biker • Man vs. Nature • Blaxploitation • Mountain • Blockbusters • Period Action Films • Buddy • Political Conspiracies, Thrillers • Buddy Cops (or Odd Couple) • Poliziotteschi (Italian) • Caper • Prison • Chase Films or Thrillers • Psychological Thriller • Comic-Book Action • Quest • Confined Space Action • Rape and Revenge Films • Conspiracy Thriller (Paranoid • Road Thriller) • Romantic Adventures • Cop Action • Sci-Fi Action/Adventure • Costume Adventures • Samurai • Crime Films • Sea Adventures • Desert Epics • Searches/Expeditions for Lost • Disaster or Doomsday Continents • Epic Adventure Films • Serialized films • Erotic Thrillers • Space Adventures • Escape • Sports—Action • Espionage • Spy • Exploitation (ie Nunsploitation, • Straight Action/Conflict Naziploitation • Super-Heroes • Family-oriented Adventure • Surfing or Surf Films • Fantasy Adventure • Survival • Futuristic • Swashbuckler • Girls With Guns • Sword and Sorcery (or “Sword and • Guy Films Sandal”) • Heist—Caper Films • (Action) Suspense Thrillers • Heroic Bloodshed Films • Techno-Thrillers • Historical Spectacles • Treasure Hunts • Hong Kong • Undercover
    [Show full text]
  • Loss, Guilt, and Restless Dreams
    D e L i n t | 1 Loss, Guilt, and Restless Dreams: Representing the complex emotions of grief through gameplay and narrative in Silent Hill 2 Brian de Lint 4049969 Dr. Jasper van Vught and Dr. Stefan Werning MA Thesis New Media & Digital Culture 9 May 2018 Word Count: 10,748 D e L i n t | 2 Abstract The purpose of this thesis is to identify the way in which the complex notion of grief is expressed in the videogame Silent Hill 2. This research builds upon works by Sabine Harrer and Jonathan Frome. It takes their assertions into new directions, tackling specifically the expression of emotion through predominantly ludic elements of videogames by adding to them a symbolic narrative dimension through contextualization within the overarching narrative. Furthermore this thesis argues that this symbolic narrative dimension becomes only available to the player after a certain familiarity is reached with the game, throughout multiple playthroughs. D e L i n t | 3 Index Introduction 4 Theoretical Framework 7 Method 11 Chapter One: Story and Endings 14 Chapter Two: James 18 Chapter Three: Failure 20 Chapter Four: Non-Player Characters 21 Chapter Five: Enemies 26 Chapter Six: Objects, Notes, and Puzzles 28 Chapter Seven: Spaces 30 Conclusion 32 Bibliography 35 Ludography 38 D e L i n t | 4 Introduction Death is an ever present aspect of our daily lives, and the representations of death in art often serve as mortal reminders. Throughout the many centuries that humanity has consciously dealt with the concept of death, our attitudes towards it has changed many times.
    [Show full text]
  • Affect Recognition Using Psychophysiological Correlates in High Intensity VR Exergaming
    Citation for published version: Barathi, SC, Proulx, M, O'Neill, E & Lutteroth, C 2020, Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming. in CHI 2020 - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. vol. 2020-April, Conference on Human Factors in Computing Systems - Proceedings, Association for Computing Machinery, New York, U.S.A., pp. 1-15. https://doi.org/10.1145/3313831.3376596 DOI: 10.1145/3313831.3376596 Publication date: 2020 Document Version Peer reviewed version Link to publication © ACM, 2020. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in http://doi.acm.org/10.1145/3313831.3376596 University of Bath Alternative formats If you require this document in an alternative format, please contact: [email protected] General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 30. Sep. 2021 Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming ∗ Soumya C. Barathi, Michael Proulx, Eamonn O’Neill, Christof Lutteroth REal & Virtual Environments Augmentation Labs (REVEAL) University of Bath, UK a b c d e Affect −1 0 1 2 −2.0 −1.0 0.0 1.0 Predictor Figure 1: (a) Players exert themselves on an exercycle, (b) wearing a skin conductivity monitor and (c) an eye tracking enabled head-mounted display, while (d) playing a high intensity racing game.
    [Show full text]
  • Melbourne House at Our Office Books and Software That Melbourne House Has Nearest to You: Published for a Wide Range of Microcomputers
    mELBDLIAnE HO LISE PAESEnTS camPLITEA BDDHSB SDFTWAAE Me·lbourne House is an international software publishing company. If you have any difficulties obtaining some Dear Computer User: of our products, please contact I am very pleased to be able to let you know of the Melbourne House at our office books and software that Melbourne House has nearest to you: published for a wide range of microcomputers. United States of America Our aim is to present the best possible books and Melbourne House Software Inc., software for most home computers. Our books 347 Reedwood Drive, present information that is suitable for the beginner Nashville TN 37217 computer user right through to the experienced United Kingdom computer programmer or hobbyist. Melbourne House (Publishers) Ltd., Our software aims to bring out the most possible Glebe Cottage, Glebe House, from each computer. Each program has been written to be a state-of-the-art work. The result has been Station Road, Cheddington, software that has been internationally acclaimed. Leighton Buzzard, Bedfordshire, LU77NA. I would like to hear from you if you have any comments or suggestions about our books and Australia & New Zealand software, or what you would like to see us publish. Melbourne House (Australia) Pty. Ltd., Suite 4, 75 Palmerston Crescent, If you have written something for your computer-a program, an article, or a book-then please send it to South Melbourne, Victoria 3205. us. We will give you a prompt reply as to whether it is a work that we could publish. I trust that you will enjoy our books and software.
    [Show full text]
  • Silent Hill 2 PC Manual (Digital)
    ABOUT PHOTOSENSITIVE SEIZURES A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms including: Lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms–children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by: • sitting farther from the television screen, • using a smaller television screen, • playing in a well-lit room, and • not playing when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. AVOID DAMAGE TO YOUR TELEVISION Do not use with certain televisions. Some televisions, especially front-or rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of game play may “burn in” to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played.
    [Show full text]
  • Trigger Happy: Videogames and the Entertainment Revolution
    Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85
    [Show full text]