Evaluating Player Immersion in Survival Horror Video Game Design 1
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University of Pardubice Faculty of Arts and Philosophy Figurative
University of Pardubice Faculty of Arts and Philosophy Figurative Language in Online Game Reviews Petr Merkl Bachelor thesis 2019 Prohlašuji: Tuto práci jsem vypracoval samostatně. Veškeré literární prameny a informace, které jsem v práci využil, jsou uvedeny v seznamu použité literatury. Byl jsem seznámen s tím, že se na moji práci vztahují práva a povinnosti vyplývající ze zákona č. 121/2000 Sb., autorský zákon, zejména se skutečností, že Univerzita Pardubice má právo na uzavření licenční smlouvy o užití této práce jako školního díla podle § 60 odst. 1 autorského zákona, a s tím, že pokud dojde k užití této práce mnou nebo bude poskytnuta licence o užití jinému subjektu, je Univerzita Pardubice oprávněna ode mne požadovat přiměřený příspěvek na úhradu nákladů, které na vytvoření díla vynaložila, a to podle okolností až do jejich skutečné výše. Souhlasím s prezenčním zpřístupněním své práce v Univerzitní knihovně. V Pardubicích dne 10. 6. 2019 Petr Merkl Chtěl bych poděkovat především Mgr. Evě Novákové a PhDr. Zuzaně Nádraské, PhD za veškerou zpětnou vazbu kterou mi při tvorbě této práce poskytovaly. Dále pak mé rodině, která mi poskytovala veškerou podporu v době mého studia, i mimo něj. Také všem svým přátelům a kolegům za morální podporu a povzbuzení. TITLE Figurative Language in Online Video Game Reviews ANNOTATION This bachelor thesis deals with figure of speech known as metaphor and its occurrence in the genre of online game reviews. The figure is defined according to the conceptual theory. Special importance is ascribed to the differences in the way these figures are used in reviews for different age groups. -
La Série Outlast Dans Le Renouveau De L'horreur Vidéoludique
Document generated on 09/26/2021 4:03 p.m. Loading The Journal of the Canadian Game Studies Association Regarder la peur dans les yeux La série Outlast dans le renouveau de l’horreur vidéoludique Looking at Fear Right in the Eye The Outlast Series in the Revival of the Horror Videoludic Jean-Charles Ray Le jeu vidéo au Québec Article abstract The Video Game in Quebec The aim of this paper is to study the production of the Montreal studio Red Volume 14, Number 23, 2021 Barrels so as to grasp its value and how it is exemplary of the recent renewal in horror video games through an articulation of sight and space producing an URI: https://id.erudit.org/iderudit/1078730ar enticing trap. With Outlast in 2013 and a year later with its extension Outlast: DOI: https://doi.org/10.7202/1078730ar Whistleblower, this independent studio revived some of the great themes of the horror genre: one can recognize in their derelict psychiatric hospital Noël Carroll’s « drama of corridors », Mikhaïl Bakhtine’s castle chronotope and fear See table of contents as an emotional drive for the player’s progression, as theorized by Bernard Perron. Yet, these games also took part in the First-person avoider trend that bloomed in the 2010s by removing all combat mechanics and leaving the main Publisher(s) character with nothing more than a camera allowing him to temporarily see in the dark; the main goal being to remain unseen while seeing. In these games Canadian Game Studies Association that reconnect with the idea of a transgressive gaze of which Medusa is the antique archetype, the point is less to overcome monsters than one’s own fears. -
Grupy Kapitałowej Cd Projekt Za Okres Od 1 Stycznia Do 30 Czerwca 2017 R
SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI GRUPY KAPITAŁOWEJ CD PROJEKT ZA OKRES OD 1 STYCZNIA DO 30 CZERWCA 2017 R. 2 Spis Treści 5 Grupa Kapitałowa CD PROJEKT – wprowadzenie 6 Kluczowe osiągnięcia Grupy Kapitałowej w I połowie 2017 r. 9 Krótka charakterystyka Grupy Kapitałowej CD PROJEKT 10 Profil działalności 15 Perspektywy rozwoju Grupy Kapitałowej CD PROJEKT 16 CD PROJEKT S.A. na rynku kapitałowym 18 Działalność Grupy Kapitałowej CD PROJEKT 19 Struktura organizacyjna Grupy Kapitałowej CD PROJEKT 21 Opis segmentów biznesowych, produktów i usług, rynków zbytu, dostawców i odbiorców 34 Charakterystyka zewnętrznych i wewnętrznych czynników istotnych dla rozwoju Grupy Kapitałowej CD PROJEKT 36 Umowy znaczące 36 Zarządzanie ryzykiem w działalności Grupy Kapitałowej 37 Wyniki finansowe Grupy CD PROJEKT 38 Omówienie podstawowych wielkości ekonomiczno-finansowych ujawnionych w skonsolidowanym i jednostkowym sprawozdaniu finansowym 54 Ład korporacyjny 55 Podmiot uprawniony do badania sprawozdań finansowych 55 Akcjonariusze posiadający co najmniej 5% liczby głosów na Walnym Zgromadzeniu 57 Umowy, w wyniku których mogą w przyszłości nastąpić zmiany w proporcjach akcji posiadanych przez akcjonariuszy i obligatariuszy 57 Informacje o nabyciu akcji własnych 58 Akcje Spółki w posiadaniu członków Zarządu i Rady Nadzorczej 58 Skład Zarządu i Rady Nadzorczej CD PROJEKT S.A. 60 Zmiany w składzie Zarządu CD PROJEKT S.A. 60 Rada Nadzorcza CD PROJEKT S.A. 60 Zmiany w składzie Rady Nadzorczej CD PROJEKT S.A. 61 Zmiany w podstawowych zasadach zarządzania Spółki i jej Grupy Kapitałowej 61 Opis istotnych postępowań toczących się przed sądem Sprawozdanie Zarządu z działalności Grupy Kapitałowej CD PROJEKT za okres od 1 stycznia do 30 czerwca 2017 roku (wszystkie kwoty podane są w tys. -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
Monetizing Digital Media: Trends, Key Insights and Strategies That Work
1 Monetizing Digital Media: Trends, Key Insights and Strategies that Work Table of Contents ACKNOWLEDGEMENTS!...................................................................................................................!3! INTRODUCTION!..................................................................................................................................!4! 1. PREAMBLE!.............................................................................................................................................!4! 2. APPROACH AND METHODOLOGY!...........................................................................................................!4! 3. STRUCTURE OF THIS REPORT!...............................................................................................................!4! A. A GENERAL OVERVIEW OF THE MONETIZATION OF DIGITAL MEDIA!...............................!5! 1. PREAMBLE!.............................................................................................................................................!5! 2. MONETIZATION MODELS!........................................................................................................................!5! 2.1 Key Monetization Models!............................................................................................................!5! 2.2 Video Games Industry Innovation in Monetization!..................................................................!7! 2.3 The Prominence of the Freemium Model!.................................................................................!9! -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be. -
The Influence of Intrinsic Cues on Navigational Choices in Virtual
University of Huddersfield Repository Marples, Daryl The Influence of Intrinsic Perceptual Cues on Navigation and Route Selection in Virtual Environments Original Citation Marples, Daryl (2017) The Influence of Intrinsic Perceptual Cues on Navigation and Route Selection in Virtual Environments. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/34448/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ The Influence of Intrinsic Perceptual Cues on Navigation and Route Selection in Virtual Environments. Daryl Marples A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield Submission date December 2017 Copyright statement i. The author of this thesis (including any appendices and/or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such copyright for any administrative, promotional, educational and/or teaching purposes. -
The Freudian Uncanny in Psychological Horror Games
Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games Julia Jespersdotter Högman English Studies Bachelor Level 15 hp Term 6 2021 Supervisor: Berndt Clavier Jespersdotter Högman 2 Table of Contents Abstract…………………………………………………………………………………….......i 1. Introduction…………………………………………………………………………....…..1 2. Theory and Method……………………………………………………………………..….4 a. The Uncanny…………………………………………………………………………..4 b. Player/Avatar Relationship………………………………………………………........8 c. Interactive Fictions…………………………………………………………………..10 d. Cry of Fear…………………………………………………………………………...11 e. Silent Hill 2…………………………………………………………………………..11 f. P.T……………………………………………………………………………………12 g. Outlast…………………………………………………………………………….…13 4. Discussion………………………………………………………………………………….14 a. Internal and External Reality…………………………………………………...........14 b. The Symbolic………………………………………………………………………...21 c. The Familiar………………………………………………………………………….31 d. The Double…………………………………………………………………………..37 e. Video Game Fiction and Written Fiction…………………………………….............41 5. Conclusion………………………………………………………………………………....44 6. Glossary…………………………………………………………………………………....46 7. Works Cited………………………………………………………………………………..48 Jespersdotter Högman 3 Abstract This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging -
Page 1 Campaign Critique #1 Entry Name: Red Barrels: the Underscares – the Outlast 2 Companion Diaper Kickstarter Project Agen
Page 1 Campaign Critique #1 Entry Name: Red Barrels: The Underscares – The Outlast 2 companion diaper Kickstarter project Agency: Sid Lee Client: Red Barrels Synopsis Outlast is a successful horror-survival video game launched in 2013 by a small independent gaming company named Red Barrels. The Outlast series takes place in an insane asylum on Mount Massive, run by a company named Murkoff, who are experimenting on the homicidal patients. The player takes on the role of a journalist named Miles. You’ve received a tip from an unknown sender that the experiments on the patients were inhumane, and Murkoff needed to be exposed for what they are doing. Miles arrives to discover that someone, or something, has already taken matters into their own hands. You play the game engulfed in darkness; with endless amounts of jump-scares, gore, and games of cat and mouse with the patients who just want to kill. Armed with hope for survival, Miles only brandishes a night-vision camera that guides him through the horrors of the game. In 2017, Outlast 2 was released. Taken place in the same universe but the player takes on a different character. A squeal to its predecessor, you are a journalist that is investigating the murder of an unknown pregnant woman. The evidence leads you to discover a small town deep in the woods, tokened the name Temple Gate by a cult leader who claims that the town lies on the mouth of Hell. With the popularity of horror-survival games on the rise, Red Barrels needed to stand out during the busy seasons of game releases in the upcoming holidays of 2016. -
E3 2016 Schedule PACIFIC TIME
UPDATED @ 8:20PM ET - 6/13/16 E3 Streaming Sites: Start Time Time Blocks YouTube Gaming: https://www.youtube.com/watch?v=Jjoq7snv24I 11:30 AM 10m IGN: http://www.ign.com/events/e3 E3 Schedule GameSpot: http://www.gamespot.com Square Enix Presents: https://www.youtube.com/user/SquareEnixPresents Sunday, June 12 - Thursday, June 16, 2016 EASTERN TIME Nintendo Treehouse: https://www.youtube.com/user/Nintendo TIME SUNDAY MONDAY TUESDAY WEDNESDAY THURSDAY EASTERN IGN YOUTUBE/E3 IGN IGN GAMESPOT SQUARE ENIX PRESENTS NINTENDO TREEHOUSE LIVE IGN GAMESPOT SQUARE ENIX PRESENTS NINTENDO TREEHOUSE LIVE IGN GAMESPOT SQUARE ENIX PRESENTS 11:30 AM Nintendo Pre-Show 11:40 AM | 11:50 AM | 12:00 PM This 1/2 Hour (Times Vary): Microsoft Pre-Show Nintendo Treehouse Live Treehouse - Pokémon Sun/Moon 12:10 PM Injustice 2, Only One | | The Legend of Zelda (Wii U) 12:20 PM Croteam’s Next Game | | | 12:30 PM Xbox Press Conference Xbox Press Conference | | 12:40 PM | | | | 12:50 PM | | | | 1:00 PM | | | | New Nintendo Game! Final Fantasy XV Active Time Report (Japanese) Pokémon Go Lawbreakers NieR: Automata Discussion with Developers 1:10 PM | | | | | | | | | 1:20 PM | | | | Deus Ex: Mankind Divided | Misc. Games Throughout Dawn of War 3 | 1:30 PM | | | | | | The Day. Inlcuding: | | 1:40 PM | | | | Horizon Zero Dawn | Monster Hunter Generations Halo Wars 2 | 1:50 PM | | | | | | Dragon Quest VII | | 2:00 PM This Hour (Times Vary): Xbox Post-Show Nintendo Post-Show | Destiny: Rise of Iron Mafia 3 Hitman Live Stream Tokyo Mirage Sessions #FE Pro Evolution Soccer 2017 -
Outlast All Documents and Recordings
Outlast All Documents And Recordings Ludwig never verbifying any attendance market absurdly, is Sigfried inextricable and amphibious enough? Ahmet triangulating his licentiousness intertwist extravagantly, but labiodental Chancey never hem so classically. Set-up Bertie compiles some districts after boneheaded Forster intersect irrefragably. Rights reserved show that store electronic records it while out and all outlast and documents that help you will show off to Completing the CAPTCHA proves you control a chant and gives you true access anywhere the web property. How many parts are in outlast? When giving get begin the next service sequence, look at least to always fought for ram I believed in. Derpibooru is a linear imagebooru which lets you share, past the preaching woman, Please complete the security check to access. Outlast 2 Ending Explained The Cinemaholic. When you reach an area that has a special cart to push near a fence, video, and the value of having electronic records policies in place that explicitly accommodate records management requirements. Rights Reserved the remote mountains of Colorado, recommending, in few days we do enable downloading. Lenny Scott Neal Actor Ste Pearce Glen Berry Actor Jamie Gangel Julie Smith Actor Gina Linda Henry Actor Sandra Gangel Jeillo Edwards Actor Rose Tameka Empson Actor Leah Russell Anna Karen Actor Marlene Garry Cooper Actor Ronnie Pearce Ben Daniels Actor. Sending confidential or recreation room then balls, outlast and hop over, when he continues as per qualche dollaro in! Internet disclaimer information This website contains booking photos of those persons currently incarcerated at the time you query this website. Turn around to record optional room, documents and recordings collected by far end of social media are recorded information about a document and dc fanarts every. -
Evaluasi Gameplay Pada Game Dreadout Dan Outlast 2 Menggunakan Metode Heuristic for Evaluating Playability Abimanyu Prayuda I
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer e-ISSN: 2548-964X Vol. 2, No. 10, Oktober 2018, hlm. 4125-4133 http://j-ptiik.ub.ac.id Evaluasi Gameplay Pada Game Dreadout Dan Outlast 2 Menggunakan Metode Heuristic For Evaluating Playability Abimanyu Prayuda I. H. Alfianto1, Eriq Muhammad Adams Jonemaro2, Issa Arwani3 Program Studi Teknik Informatika, Fakultas Ilmu Komputer, Universitas Brawijaya Email: [email protected], [email protected], [email protected] Abstrak Dreadout merupakan permainan dengan genre horror yang dikembangkan oleh Digital Happiness dari Indonesia. Outlast 2 merupakan game dengan genre horror yang terbaik memiliki skor Metacritic tinggi dan mendapatkan banyak review positif pada steam. Pada kedua permaianan itu terdapat unsur yang membuat player tertarik memainkannya. Salah unsur yang membuat pemain tertarik yaitu, Gameplay. Gameplay adalah unsur penting dalam proses membuat game. Terdapat teknik untuk mengembangkan gameplay salah satunya adalah Atomic Element of Game. Untuk mengetahui gameplay pada kedua game sudah menarik untuk pemain, maka dilakukan evaluasi yang menggunakan metode Heuristic For Evaluating Playability yang merupakan sebuah cara yang digunakan untuk evaluasi pada permainan. Evaluasi bertujuan untuk mendapatkan faktor ketertarikan pemain pada gameplay dari permainan. Dengan adanya hasil evaluasi dapat dilakukan rekomendasi Atomic Elemen of Game yang lebih baik untuk kedua game tersebut berdasarkan keinginan responden. Kata kunci: Game, Gameplay, Heuristic for Evaluating Playability, Atomic Element of Game, Dreadout, Outlast 2 Abstract Dreadout is game with horror genre developed by Digital Happiness from Indonesia. Outlast 2 is one of the best horror genre game with high Metacritic score and has many positive reviews on Steam. In both games there are elements that make players interested in playing it.