Journal articles on the topic 'Horror games'
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Krzywinska, Tanya. "Gaming Horror’s Horror: Representation, Regulation, and Affect in Survival Horror Videogames." Journal of Visual Culture 14, no. 3 (2015): 293–97. http://dx.doi.org/10.1177/1470412915607924.
Full textLin, Jih-Hsuan Tammy, Dai-Yun Wu, and Chen-Chao Tao. "So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game." New Media & Society 20, no. 9 (2017): 3223–42. http://dx.doi.org/10.1177/1461444817744850.
Full textThon, Jan-Noel. "Playing with Fear: The Aesthetics of Horror in Recent Indie Games." Eludamos: Journal for Computer Game Culture 10, no. 1 (2020): 197–231. http://dx.doi.org/10.7557/23.6179.
Full textSoderman, Braxton. "‘Don’t Look … Or It Takes You’: The Games of Horror Vacui." Journal of Visual Culture 14, no. 3 (2015): 311–16. http://dx.doi.org/10.1177/1470412915607915.
Full textMarak, Katarzyna. "Independent horror games between 2010 and 2020: Selected characteristic features and discernible trends." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 175–90. http://dx.doi.org/10.14746/i.2021.38.11.
Full textTinwell, Angela, Mark Grimshaw, and Andrew Williams. "Uncanny behaviour in survival horror games." Journal of Gaming & Virtual Worlds 2, no. 1 (2010): 3–25. http://dx.doi.org/10.1386/jgvw.2.1.3_1.
Full textKamm, Björn-Ole. "A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity." Simulation & Gaming 50, no. 5 (2019): 621–44. http://dx.doi.org/10.1177/1046878119879738.
Full textHadisopiyan, Aris, Christian Dwi Suhendra, and Parma Hadi Rantelinggi. "Membuat Game 3d Survival Horror “Suanggi Survival Papua” Berbasis Desktop Menggunakan Unity." INFORMAL: Informatics Journal 5, no. 3 (2020): 96. http://dx.doi.org/10.19184/isj.v5i3.21235.
Full textToniolo, Francesco. "Evolution of the YouTube Personas Related to Survival Horror Games." Persona Studies 6, no. 2 (2021): 54–68. http://dx.doi.org/10.21153/psj2020vol6no2art964.
Full textCarroll, Noël. "Paradoxes of the Heart: The Philosophy of Horror Twenty-Five Years Later : An Interview by Caetlin Benson-Allott." Journal of Visual Culture 14, no. 3 (2015): 336–43. http://dx.doi.org/10.1177/1470412915607927.
Full textArmanto, Hendrawan, Gregorian Anthony, and Pickerling Pickerling. "Implementation and Impact of Virtual Reality on Survival Horror Games." Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi 6, no. 2 (2021): 87–92. http://dx.doi.org/10.25139/inform.v6i2.3943.
Full textClasen, Mathias. "Monsters Evolve: A Biocultural Approach to Horror Stories." Review of General Psychology 16, no. 2 (2012): 222–29. http://dx.doi.org/10.1037/a0027918.
Full textBowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.
Full textColăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.
Full textSong, Doo Heon, Hae Kyung Rhee, Ji-eun Kim, and Jong Hee Lee. "From Agasa Cristie to Group Image Play-Analysis of Horror Survival Game Panic Room : Escaping from the Den on Emotional Elements Development." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 2 (2018): 644. http://dx.doi.org/10.11591/ijece.v8i2.pp644-650.
Full textHabel, Chad, and Ben Kooyman. "Agency mechanics: gameplay design in survival horror video games." Digital Creativity 25, no. 1 (2013): 1–14. http://dx.doi.org/10.1080/14626268.2013.776971.
Full textFarias, Vicente Reis de Souza, and Fernando Henrique de Oliveira Iazzetta. "O uso da música no game survival-horror Pesadelo – Regressão." Revista Brasileira de Música 33, no. 1 (2020): 361–83. http://dx.doi.org/10.47146/rbm.v33i1.33826.
Full textAliyari, Hamed, Hedayat Sahraei, Sahar Golabi, et al. "Fear stress in computer games caused brain waves, oxytocin and brain-derived neurotrophic factor changes among woman." Physiology and Pharmacology 25, no. 1 (2020): 92–98. http://dx.doi.org/10.32598/ppj.25.1.60.
Full textSteinmetz, Kevin F. "Carceral horror: Punishment and control in Silent Hill." Crime, Media, Culture: An International Journal 14, no. 2 (2017): 265–87. http://dx.doi.org/10.1177/1741659017699045.
Full textVachiratamporn, Vanus, Roberto Legaspi, Koichi Moriyama, Ken-ichi Fukui, and Masayuki Numao. "An analysis of player affect transitions in survival horror games." Journal on Multimodal User Interfaces 9, no. 1 (2014): 43–54. http://dx.doi.org/10.1007/s12193-014-0153-4.
Full textMarwanto, Alika Salsabila, and Wegig Murwonugroho. "PSIKOLOGIS PADA GAMERS KETIKA MEMAINKAN SURVIVAL HORROR GAME “DREADOUT”." Jurnal Dimensi DKV Seni Rupa dan Desain 6, no. 2 (2021): 215–28. http://dx.doi.org/10.25105/jdd.v6i2.10657.
Full textKjeldgaard-Christiansen, Jens, and Mathias Clasen. "Threat simulation in virtual limbo: An evolutionary approach to horror video games." Journal of Gaming & Virtual Worlds 11, no. 2 (2019): 119–38. http://dx.doi.org/10.1386/jgvw.11.2.119_1.
Full textOsborne, Heather. "8-bit nostalgia and the uncanny: Horror as critique in Twine games." Horror Studies 9, no. 2 (2018): 213–30. http://dx.doi.org/10.1386/host.9.2.213_1.
Full textReed, C. "Resident Evils Rhetoric: The Communication of Corruption in Survival Horror Video Games." Games and Culture 11, no. 6 (2015): 625–43. http://dx.doi.org/10.1177/1555412015575363.
Full textHerling, Bradley. "The Horror of (a) Playing God: Job’s Nightmare and Michael Haneke’sFunny Games." Journal of Religion and Popular Culture 24, no. 2 (2012): 230–46. http://dx.doi.org/10.3138/jrpc.24.2.230.
Full textDiRoberto, Kyle. "Corrupting the Curriculum: The Abject in J-Horror, Shakespeare, and Digital Games." Shakespeare Bulletin 38, no. 2 (2020): 225–40. http://dx.doi.org/10.1353/shb.2020.0021.
Full textTel, Mikail. "Investigation of Athletes' Habits of Playing Digital Game in The Pandemic Process." Pakistan Journal of Medical and Health Sciences 15, no. 12 (2021): 3630–38. http://dx.doi.org/10.53350/pjmhs2115123630.
Full textRay, Jean-Charles. "Regarder la peur dans les yeux." Le jeu vidéo au Québec 14, no. 23 (2021): 100–114. http://dx.doi.org/10.7202/1078730ar.
Full textScheiding, Ryan. "“The Father of Survival Horror”: Shinji Mikami, Procedural Rhetoric, and the Collective/Cultural Memory of the Atomic Bombs." Loading 12, no. 20 (2019): 1–14. http://dx.doi.org/10.7202/1065894ar.
Full textLee, Charles. "Running scared: Fear and space in Amnesia: The Dark Descent." Journal of Gaming & Virtual Worlds 13, no. 1 (2021): 93–112. http://dx.doi.org/10.1386/jgvw_00030_1.
Full textLee, Charles. "Running scared: Fear and space in Amnesia: The Dark Descent." Journal of Gaming & Virtual Worlds 13, no. 1 (2021): 93–112. http://dx.doi.org/10.1386/jgvw_00030_1.
Full textMessier, Vartan. "Game over? The (re)play of horror in Michael Haneke’s Funny Games U.S." New Cinemas: Journal of Contemporary Film 12, no. 1 (2014): 59–77. http://dx.doi.org/10.1386/ncin.12.1-2.59_1.
Full textGibson, Dylan Lawrence. "Mechanical and artificial ‘nü-horror metal’: The film music of Resident Evil." Metal Music Studies 8, no. 1 (2022): 87–108. http://dx.doi.org/10.1386/mms_00062_1.
Full textNovitz, Julian. "Expansion, Excess and the Uncanny: Deadly Premonition and Twin Peaks." Arts 7, no. 3 (2018): 49. http://dx.doi.org/10.3390/arts7030049.
Full textNiedenthal, Simon. "Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games." Eludamos: Journal for Computer Game Culture 6, no. 1 (2012): 101–31. http://dx.doi.org/10.7557/23.6141.
Full textSołodki, Paweł. "Digital docu-games, czyli cyfrowe gry dokumentalne." Panoptikum, no. 24 (October 20, 2020): 10–27. http://dx.doi.org/10.26881/pan.2020.24.06.
Full textHaggis, Mata. "Creator’s discussion of the growing focus on, and potential of, storytelling in video game design." Persona Studies 2, no. 1 (2016): 20–25. http://dx.doi.org/10.21153/ps2016vol2no1art532.
Full textHsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.
Full textWang, Jian, and Myeong Sam Kim. "The Systematization of Fear Elements for the Background Image Design on Virtual Reality Horror Games." Treatise on The Plastic Media 22, no. 3 (2019): 137–46. http://dx.doi.org/10.35280/kotpm.2019.22.3.15.
Full textHerling, Bradley. "The Horror of (a) Playing God: Job's Nightmare and Michael Haneke's Funny Games." Journal of Religion and Popular Culture 24, no. 2 (2012): 230–46. http://dx.doi.org/10.1353/rpc.2012.0022.
Full textMazan-Mazurkiewicz, Alicja. "Igraszki dla dzieci do lat stu, czyli „Przygody kota Murmurando” Agnieszki Kuciak." Annales Universitatis Paedagogicae Cracoviensis. Studia Poetica 5 (May 14, 2018): 182–91. http://dx.doi.org/10.24917/23534583.5.14.
Full textKirkland, Ewan. "Masculinity in Video Games: The Gendered Gameplay of Silent Hill." Camera Obscura: Feminism, Culture, and Media Studies 24, no. 2 (2009): 161–83. http://dx.doi.org/10.1215/02705346-2009-006.
Full textLennard, Dominic W. "All fun and games…: children's culture in the horror film, fromDeep Red(1975) toChild's Play(1988)." Continuum 26, no. 1 (2012): 133–42. http://dx.doi.org/10.1080/10304312.2012.630142.
Full textMarak, Katarzyna. "“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES." Studia Humanistyczne AGH 20, no. 2 (2020): 57–70. http://dx.doi.org/10.7494/human.2021.20.2.57.
Full textHopf, Werner H., Günter L. Huber, and Rudolf H. Weiß. "Media Violence and Youth Violence." Journal of Media Psychology 20, no. 3 (2008): 79–96. http://dx.doi.org/10.1027/1864-1105.20.3.79.
Full textFernández Ruíz, Marta, and Héctor Puente Bienvenido. "Fantastic Universes and H.P. Lovecraft in Survival Horror Games. A Case Study of P. T. (Silent Hills)." Brumal. Revista de investigación sobre lo Fantástico 3, no. 1 (2015): 95. http://dx.doi.org/10.5565/rev/brumal.177.
Full textFree, Marcus. "Gaelic Games on Film: From Silent Films to Hollywood Hurling, Horror and the Emergence of Irish Cinema." International Journal of the History of Sport 37, no. 5-6 (2020): 507–9. http://dx.doi.org/10.1080/09523367.2020.1743154.
Full textInduni, Harriet. "Gaelic games on film: from silent films to Hollywood hurling, horror and the emergence of Irish cinema." Irish Studies Review 28, no. 3 (2020): 402–4. http://dx.doi.org/10.1080/09670882.2020.1780547.
Full textJin, Hyung-Woo, and Mi-Jin Kim. "Time-Space Setting Analysis for Creating the Feeling of Tension in Horror Games : Focused on ‘Silent Hill 2’." Journal of the Korea Entertainment Industry Association 14, no. 5 (2020): 49–57. http://dx.doi.org/10.21184/jkeia.2020.7.14.5.49.
Full textThomas, Christian. "Writing for Emotional Impact in Film and Video Games: Lessons in Character Development, Realism, and Interactivity from the Alien Media Franchise." Arts 10, no. 2 (2021): 20. http://dx.doi.org/10.3390/arts10020020.
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