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Juni ’2013 E HORROR VIDEOGAMES Juni ’2013 juni ’2013 E HORROR VIDEOGAMES juni ’2013 Michiel van Ieperen 3801144 Master Thesis Master Film- & Televisiewetenschap Faculteit Geesteswetenschappen Universiteit Utrecht Begeleider: Clara Pafort-Overduin Tweede lezer: Frank Hakemulder Michiel van Ieperen (3801144) | Master Thesis | Film- en Televisiewetenschap | Faculteit Geesteswetenschappen | Universiteit Utrecht DE AANTREKKINGSKRACHT VAN juni ’2013 HORROR FILMS EN HORROR VIDEOGAMES INHOUDSOPGAVE Abstract............................................................................................................................. pag. 5 1: Introductie & Onderzoeksopzet……………………………………………………………………………….. pag. 6-11 2: Literatuurstudie 2.1 Inleiding over de bestaande theorieën die de aantrekkingskracht van horror films behandelen................................................................................ pag. 12 2.2 Kenmerken van het publiek dat horror films bekijkt 2.2.1 De catharsis & rite-of passagetheorieën ……………………………………. pag. 13-15 2.2.2 De coping strategy theorie………………………………………………………….. pag. 15-16 2.2.3 De dispositional alignment theorie …………………………………………….. pag. 16-17 2.2.4 De gender role socialization theorie ……………………………………………. pag. 18-20 2.3 Kenmerken van horror films 2.3.1 De uncertainty theorie ……………………………………………………………….. pag. 20 2.3.2 De societal concerns theorie ………………………………………………………. pag. 21 2.4 Een combinatie van kenmerken van horror films én het publiek dat ze bekijkt 2.4.1 De curiosity, likeable villains & sensation seeking theorieën ………. pag. 22-23 2.4.2 De absorptie theorie …………………………………………………………………… pag. 23-25 2.5 Bestaande theorieën over de kenmerken van videogames en hun publiek…. pag. 26 2.5.1 De ‘metafysische dimensie’ van videogames & het gevoel van controle……………………….………………………………………………. pag. 26-28 2.5.2 Interactiviteit en cinematografische oriëntatie…………………………… pag. 28-30 3: Onderzoeksmethode 3.1 Introductie toegepaste onderzoeksmethode………………………………………………. pag. 31 3.2 Data collectie………………………………………………………………………………………………. pag. 32 3.3 Respondenten…………………………………………………………………………………………….. pag. 33 3.4 Zoeklichttheorie en attenderende begrippen……………………………………………… pag. 34 3.5 Registratie, verwerking, en preparatie van de gegevens…………………………….. pag. 35 4: Data analyse 4.1 Verantwoording interviewvragen & opgestelde hypothesen over de aantrekkingskracht van horror videogames…………………………………………………….. pag. 36 4.1.1 Verantwoording interviewvragen en hypothesen catharsis theorie………………………………………………………………………………….. pag. 36-37 Michiel van Ieperen (3801144) | Master Thesis | Film- en Televisiewetenschap | 2 Faculteit Geesteswetenschappen | Universiteit Utrecht DE AANTREKKINGSKRACHT VAN juni ’2013 HORROR FILMS EN HORROR VIDEOGAMES 4.1.2 Verantwoording interviewvragen en hypothesen rite-of-passage theorie………………………………………………………………………… pag. 37 4.1.3 Verantwoording interviewvragen en hypothesen coping strategy theorie……………………………………………………………………….. pag. 37 4.1.4 Verantwoording interviewvragen en hypothesen dispositional alignment theorie............................................................... pag. 38 4.1.5 Verantwoording interviewvragen en hypothesen gender role socialization theorie………………………………………………………….. pag. 38 4.1.6 Verantwoording interviewvragen en hypothesen uncertainty theorie……… ……………………………………………………………………… pag. 39 4.1.7 Verantwoording interviewvragen en hypothesen societal concerns, curiousity & sensation seeking theorieën……………….. pag. 39 4.1.8 Verantwoording interviewvragen en hypothesen likeable villains theorie………………………………………………………………………… pag. 40 4.1.9 Verantwoording interviewvragen en hypothesen absorptie theorie…………………………………………………………………………………. pag. 40 4.1.10 Verantwoording interviewvragen en hypothesen overige theorieën………………………………………………………………………………… pag. 40-41 4.2 Context 4.2.1 Achtergrond van de respondenten…………………………………………….. pag. 41-42 4.2.2 De verklaringen van respondenten om een (horror) videogame wel of niet te gaan spelen……………………………………………………………………. pag. 42-44 4.2.3 Hoe respondenten ‘horror’ definiëren……………………………………….. pag. 44-47 4.2.4 Speelcontext en omstandigheden………………………………………………. pag. 47-49 4.2.5 Frequentie van spelen………………………………………………………………… pag. 49-51 4.3 De analyse van de aantrekkingskracht van horror videogames 4.3.1 De catharsis & rite-of passage theorieën……………………………………. pag. 51-53 4.3.2 De coping strategy theorie…………………………………………………………. pag. 54-55 4.3.3 De uncertainty theorie……………………………………………………………….. pag. 55-56 4.3.4 De curiosity & sensation seeking theorieën……………………………….. pag. 56-59 4.3.5 De likeable villains & dispositional alignment theorieën……………. pag. 59-61 4.3.6 De gender role socialization theorie…………………………………………… pag. 61-63 4.3.7 De societal concerns theorie………………………………………………………. pag. 64-65 4.3.8 De absorptie theorie…………………………………………………………………… pag. 65-67 4.3.9 Overige aantrekkelijke elementen van horror videogame…………. pag. 67-69 4.3.10 Wat trek niet aan in horror videogames?.................................... pag. 69-70 4.3.11 Een voorkeur voor horror videogames of horror films?.............. pag. 71-72 Michiel van Ieperen (3801144) | Master Thesis | Film- en Televisiewetenschap | 3 Faculteit Geesteswetenschappen | Universiteit Utrecht DE AANTREKKINGSKRACHT VAN juni ’2013 HORROR FILMS EN HORROR VIDEOGAMES 5: Theorievorming, Reflectie & Evaluatie 5.1 Theorie- en conclusievorming 5.1.1 Theorieën over de aantrekkingskracht van horror videogames die ondersteund worden……………………………………………………………………. pag. 73-74 5.1.2 Theorieën over de aantrekkingskracht van horror videogames die deels of niet ondersteund worden………………………………………………… pag. 75-76 5.1.3 Factoren die de mate van aantrekkingskracht van horror Videogames mogelijk kunnen intensiveren of verminderen………………… pag. 76-78 5.1.4 Concluderende visie over de theorieën die aantrekkingskracht van horror videogames verklaren………………………………………………………. pag. 78-79 5.2 Reflectie & Evaluatie 5.2.1 Proces analyse……………………………………………………………………………… pag. 79-81 5.2.2 Product analyse…………………………………………………………………………… pag. 82-83 6: Literatuur………………………………………………………………………………………………………………….. pag. 84-87 7: Bijlagen 7.1 Bijlage 1: Interview opzet…………………………………………………………………………… pag. 88 7.2 Bijlage 2: Interviewbrief voor respondenten………………………………………………. pag. 89 7.3 Bijlage 3: Topic lijst…………………………………………………………………………………….. pag. 90-91 7.4 Bijlage 4:Boomstructuur ‘horror videogames’.…………………………………………. pag. 92 7.5 Bijlage 5: Boomstructuren ‘vergelijkende blik tussen aantrekkingskracht van horror films en horror videogames……………………………………………………………. pag. 93 7.6 Bijlage 6: Franchise-lijst horror videogames ………………………………………………. pag. 94-100 7.7 Bijlage 7: Getranscribeerde interviews respondenten 7.7.1 Getranscribeerde interview #1 (Sanne)………………………………………. pag. 101-109 7.7.2 Getranscribeerde interview #2 (Anoniem)………………………………….. pag. 110-115 7.7.3 Getranscribeerde interview #3 (Michael)……………………………………. pag. 116-122 7.7.4 Getranscribeerde interview #4 (Mark)………………………………………… pag. 123-126 7.7.5 Getranscribeerde interview #5 (Thomas)……………………………………. pag. 127-135 7.7.6 Getranscribeerde interview #6 (Irene)………………………………………… pag. 136-145 7.8 Bijlage 8: Complete taxonomie…………………………………………………………………… pag. 146-194 Michiel van Ieperen (3801144) | Master Thesis | Film- en Televisiewetenschap | 4 Faculteit Geesteswetenschappen | Universiteit Utrecht DE AANTREKKINGSKRACHT VAN juni ’2013 HORROR FILMS EN HORROR VIDEOGAMES Abstract In deze thesis is verkend hoe de kenmerken van horror films en horror videogames de kijk- en speelervaring van hun kijkers en spelers weten te beïnvloeden, evenals de invloed van hun achtergrond(en) op hun kijk- en speelervaring(en). Hieruit is afgeleid wat voor gevolgen dit heeft op de aantrekkingskracht van horror videogames en – in mindere mate – horror films. Deze thesis behelst een kwalitatief, explorerend onderzoek, met een deductieve benadering. Er is hier gekeken naar de eventuele toepasbaarheid van bestaande film theorieën over horror films en hun aantrekkingskracht tegenover het verklaren van de aantrekkingskracht van horror videogames. De centrale vraag van deze thesis luidt: Wat kunnen wij leren van de bestaande film studies die de aantrekkingskracht van horror films onderzocht hebben, wanneer we aantrekkingskracht van horror videogames willen verklaren? Doormiddel van semi-gestructureerde interviews met zes respondenten is gepoogd erachter te komen hoe de aantrekkingskracht van horror videogames te verklaren valt. De onderzoeksresultaten toonden aan dat bestaande film studies deels een fundering hebben gelegd voor onderzoek naar de aantrekkingskracht van horror videogames. Hoewel horror videogames en horror films op veel punten verschillen, zowel in hun kenmerken als in het publiek / de spelers die zij aantrekken, zijn er ook veel overeenkomsten geconstateerd. Uit de interviews kwam naar voren dat de kenmerken van horror videogames spelers een intensievere en spannendere horrorervaring kunnen bezorgen dan horror films. In de thesis zijn meerdere bouwstenen gevonden die de aantrekkingskracht van horror videogames mogelijk kunnen verklaren. De dispositional alignment theorie, likeable villians theorie, uncertainty theorie, curiousity theorie, en absorptie theorie kunnen allemaal in meer of mindere mate deze aantrekkingskracht van horror videogames mogelijk verklaren. Dit geldt tevens voor de interactieve en metafysische dimensie van horror videogames. Deze theorieën lijken de aantrekkingskracht van horror videogames het beste te kunnen verklaren. Bouwstenen die verstevigd dienen te worden in vervolgonderzoek over de aantrekkingskracht van
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