{"title":"害怕地奔跑:失忆中的恐惧与空间:黑暗的降临","authors":"Charles Lee","doi":"10.1386/jgvw_00030_1","DOIUrl":null,"url":null,"abstract":"Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse\n players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will\n walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative\n feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":" ","pages":""},"PeriodicalIF":0.7000,"publicationDate":"2021-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Running scared: Fear and space in Amnesia: The Dark Descent\",\"authors\":\"Charles Lee\",\"doi\":\"10.1386/jgvw_00030_1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse\\n players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will\\n walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative\\n feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.\",\"PeriodicalId\":43635,\"journal\":{\"name\":\"Journal of Gaming and Virtual Worlds\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2021-03-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Gaming and Virtual Worlds\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1386/jgvw_00030_1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gaming and Virtual Worlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/jgvw_00030_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
摘要
流行的恐怖视频游戏,如Outlast、Dead Space和Amnesia:The Dark Descent,以其有效唤起恐怖和焦虑的负面影响而闻名。这些游戏采用的各种摄像技巧、控制方案和视觉提示会让玩家感到困惑,并限制他们的控制感和个人掌控力。这篇文章探讨了《摩擦游戏的失忆:黑暗降临》如何将有限的空间布局与故意模糊的用户界面设计结合起来,让玩家迷失方向,并增加他们撞上游戏中威胁性怪物的可能性。本文运用马克思主义和情感理论对接近和空间的概念来分析游戏中对角落的使用是如何通过缩小玩家的可用视野来恐吓玩家的。由此产生的分析考察了玩家在无法以绝对清晰的方式正确看待虚拟数字世界时可能感受到的负面感受和主观体验。
Running scared: Fear and space in Amnesia: The Dark Descent
Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse
players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will
walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative
feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.