Academic literature on the topic 'Horror survival game'

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Journal articles on the topic "Horror survival game"

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Shelare, Mitali, Devyani Deshmukh, and Dr Sanjay Shitole. "A Survival Horror Game RIDE OUT." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (2022): 1746–50. http://dx.doi.org/10.22214/ijraset.2022.42527.

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Abstract: In the Field of Software Engineering, Gaming is the fastest growing field and even more rapidly growing sector of game development the coming years are difficult to predict. Survival horror video games (SHVGs) are among the fastest-growing genres for independent video game developers. With horrific cinematic elements and fear-inducing characteristics, survival horror video games create a terrifying experience for users within a virtual environment. There are various game engines where we are able to create such amazing games such as in Unity3d, Unreal Engine, Game Maker, Godot, and m
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Marwanto, 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.

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Abstract Psychology of Players When Playing the Survival Horror Game “DreadOut”. The purpose of this study was to find out psychologically on players when playing the survival horror game “DreadOut” based on the level of fear that existed at each stage. This game can only be played by single player or one player. When the player plays the “DreadOut” game, in some parts of the scene there will be something that makes the player feel curious, afraid, and surprised. In the scene that creates a kind of fear that will be felt, because there are also background places, characters, background music a
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Hadisopiyan, 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.

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Game is an activity that aims to have fun, light exercise, fill spare time, and sometimes used as a means of education. One of the most downloaded desktop games is a game made in Indonesia with the survival horror genre made with Unity. Unity is a user-friendly game engine that supports more than 25 platforms and provides many ready-to-use assets. The authors made a desktop-based 3d game with the survival horror genre made with Unity. The method used in this game's manufacture and design is the Multimedia Development Life Cycle, which has six stages, namely Concept, Design, Material Collecting
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Mahendra Dewantoro, Septian, Kartikadyota Kusumaningtyas, Andika Bayu Saputra, and Nurul Fatimah. "Perancangan Survival Horror Game Out Of Sight Menggunakan Unity 3D Engine." Teknomatika: Jurnal Informatika dan Komputer 15, no. 2 (2022): 86–94. http://dx.doi.org/10.30989/teknomatika.v15i2.1122.

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A game is the result of the creative expression of a game maker that has an element of entertainment, can be played and has an end goal. In horror games, it is still divided into several more types of games, one of which is a survival horror game that requires players to live against enemy attacks that come their way. This game was created to enrich horror-themed domestically made games. Designing games using the unity 3D engine with the process of applying the MDLC (Media Develpoment Life Cycle) model. A method suitable for game design, starting with the preparation, design, collection of mat
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Toniolo, 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.

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The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles like 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 a
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Doo, Heon Song, Kyung Rhee Hae, Kim Ji-eun, and Hee Lee Jong. "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): 644–50. https://doi.org/10.11591/ijece.v8i2.pp644-650.

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A maniac computer game genre called „Survival Horror Games" is aimed for making gamers feel cathartic feeling when they escaped from the designed horror successfully. The degree of gaming quality, however, is not easy to measure. In this paper, we apply Caillois" game playing categories and other standards to measure how a game induces the feeling of fear and other emotional experience to players. Once dominated horror survival game series called Panic Room: Escaping from the Den was chosen to analyze and evaluate with those standards as well as its narratives and subsystems. Especially
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Armanto, 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.

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Currently, games are an important part of human life. Not only serves as entertainment, games nowadays also serve as education, communication, socialization, and even a job for some people. This makes technology in the game world more developed and closer to reality. One of the popular and interesting technologies is virtual reality. This technology has various elements, but the most important element is the immersion element, which can give users the sensation to feel as if they are in a real environment. In this research, the authors examine the effects of virtual reality when combined with
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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.

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This position article outlines a personal perspective on the way that Horror games create affect in a complex play between representation and performance and that, in some cases, operate against the usual Vitruvian coordinates of games that are used in order to work with the types of affect associated with pleasure, agency and assuredness. The author argues that against the usual informative pleasures of self-affirmation and a clockwork universe, Horror games configured against normative game vocabularies have the potential to create a more complex form of ‘pleasure’ that is both complex and t
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Yan, Qiheng. "The effect of players' ability to resist monsters on immersion and fear in survival horror games." Applied and Computational Engineering 77, no. 1 (2024): 138–43. http://dx.doi.org/10.54254/2755-2721/77/20240672.

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Horror survival games, as a crucial segment of the video game industry, are highly regrded for their ability to evoke excitement, suspense and the challenge of overcoming obstacles and fears through wit and skill. This study delves into the impact of players' ability to confront monsters in horror survival games on their level of immersion and fear, and how these two psychological states mutually enhance the gaming experience. This research applies Python for natural language processing analyses, including sentiment analysis, keyword frequency analysis, Latent Dirichlet Allocation (LDA) topic
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Prasetio, Yen Lina, Rendy Wijaya, Michael Pratama Sjah, Michael Ryan Christian, and Andry Chowanda. "Location-based game to enhance player’s experience in survival horror game." Procedia Computer Science 116 (2017): 206–13. http://dx.doi.org/10.1016/j.procs.2017.10.037.

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Dissertations / Theses on the topic "Horror survival game"

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Persson, Jens Alexander. "Puzzles combined with horror in digital games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20948.

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Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och sammadigitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslensom presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokuspå är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spelkategoriserats som 'Survival-Horror'-spel.Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pusseloch skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrolleraom hypotesen st ämmer utf ördes en
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Pettersson, Matilda. "Environmental Storytelling inom 3D-miljöer : Narrativa och mekaniska ledtrådar inom Survival Horror." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12935.

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Syftet med detta arbete var att undersöka ”environmental storytelling” och dess betydelse i att bygga ut spelmiljöer. Begreppet och tankarna på ”environmental storytelling” har baserats på Don Carson och Henry Jenkins tankar kring ämnet. Utöver dessa källor användes även områdena kring ”immersion” och ”affordence”. Till undersökningen producerades en artefakt bestående av tre utrenderade 3D-miljöer, som sedan användes i kvalitativa intervjuer. Intervjuerna bestod av frågor kring hur informanterna uppfattade bilderna. Resultatet av intervjuerna visade att de narrativa ledtrådarna fick störst fo
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Andersson, Jessica. "Where does this fit? : A Comparative Study of the Graphical Portrayal of Keys as a system in Survival-horror Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-262489.

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Puzzles have always been a central part of games. One of the simplest manifestations of a puzzle in games is an obstruction that prevents the player from progressing and an object that removes the obstruction. The system of unlocking new areas with keys is used in order to provide interesting level design and help build narrative in games. This examination intends to provide knowledge and insight into how this type of system is commonly portrayed visually and thus provide a basis for designers to build upon when creating similar challenges, providing a greater awareness of the design norms tha
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Waller, Vanja. "Gender representation through the horrors of Fatal frame (2001) : Textual analysis into female gender representation in the Japanese survival horror game, Fatal Frame (2001)." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20087.

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Gender representation in the horror genre has many interesting discussions surrounding it through multiple perspectives such as psychoanalysis and culture. This article intends to expand the investigation of how female characters are portrayed in horror games. The research on female representation will investigate the potential connections between horror cinema and horror games in the survival horror game Fatal Frame (2001, Koei Tecmo), the first title of a series that is iconic f0r drawing inspiration from Japanese mythology and horror tropes while simultaneously using a large cast of female
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Taffazoli, Hosein, and Thomas Tiedemann. "Confined and Condemned : The Impact a Restricted User Interface Has on the Player Experience in Survival Horror Games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32753.

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In this study, we will explore how a restricted user interface affects the player experience in survival horror games. To test this, we created a digital survival horror game. The restricted user interface in the prototype resides in the player controller who has access to five different user interface elements. These elements are health, revolver, flashlight, compass and a watch. The results showed that the restriction and making the user interface diegetic did affect the player experience. This was presented through dividing the participant's experiences with the prototype in four categories
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Mc, Intosh Garth. "Dead space 2: The sublime, uncanny and abject in survival horror games." Thesis, 2016. http://hdl.handle.net/10539/19668.

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Books on the topic "Horror survival game"

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Ward, Kip. Resident Evil 2: Unauthorized Game Secrets. Prima Publishing, 1997.

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Cawthon, Scott. Los insanos😩: Los insanos 😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩😩. Scholastic, Incorporated, 2017.

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King, Stephen. Running Man. J'ai Lu, 1996.

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King, Stephen. Menschenjagd: Roman. 6th ed. Heyne, 1988.

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King, Stephen. al-Hārib. al-Dār al-ʻArabīyah lil-ʻUlūm, 2007.

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King, Stephen. The Running Man. New American Library, 1987.

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Gates, Jaym. Eclipse phase: After the fall : an anthology of transhuman survival & horror. Posthuman Studios, 2016.

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Arnold, J. Douglas, and Mark Elies. Clock Tower II: The Struggle Within, The Official Survival Guide. Sandwich Islands Publishing, 1999.

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King, Stephen. The Bachman Books. New American Library, 1985.

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King, Stephen. The Bachman Books. New English Library, 1987.

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Book chapters on the topic "Horror survival game"

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Bycer, Joshua. "The Pre-survival Horror Period." In Game Design Deep Dive. CRC Press, 2021. http://dx.doi.org/10.1201/9781003199250-2.

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Bycer, Joshua. "The Rise of Survival Horror." In Game Design Deep Dive. CRC Press, 2021. http://dx.doi.org/10.1201/9781003199250-3.

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Tremblay, Kaitlin. "Resistance and Survival Through Community and Horror." In Game Devs and Others. A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/b22458-3.

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Heitzmann, Mike A., and Dvijesh Shastri. "Cruel Parallel: Towards the Designing of a Dynamic Game Adaptation for VR-Based Survival Horror Games." In Communications in Computer and Information Science. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-19679-9_67.

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Haahr, Mads. "Playing with Vision: Sight and Seeing as Narrative and Game Mechanics in Survival Horror." In Interactive Storytelling. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-04028-4_20.

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Nae, Andrei. "Welcome to the survival horror." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-6.

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Flanagan, Kevin M. "Head Games: Adapting Lovecraft Beyond Survival Horror." In The Medial Afterlives of H.P. Lovecraft. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-13765-5_15.

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Nae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.

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Nae, Andrei. "Survival horror's normative backlash in Condemned: Criminal Origins." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-12.

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Nae, Andrei. "The horrors of ie ideology in Fatal Frame." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-8.

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Conference papers on the topic "Horror survival game"

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Garner, Tom, Mark Grimshaw, and Debbie Abdel Nabi. "A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game." In the 5th Audio Mostly Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1859799.1859809.

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Parel, Daniel S., Edgar Kyle L. Costuna, John Meinard G. Morelos, et al. "Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder." In 2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM). IEEE, 2022. http://dx.doi.org/10.1109/hnicem57413.2022.10109542.

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Vachiratamporn, Vanus, Koichi Moriyama, Ken-ichi Fukui, and Masayuki Numao. "An implementation of affective adaptation in survival horror games." In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932893.

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Marak, Katarzyna, Miłosz Markocki, and Piotr Siuda. "The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactive Drama Survival Horror Games." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2024. https://doi.org/10.24251/hicss.2024.323.

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Vachiratamporn, Vanus, Roberto Legaspi, Koichi Moriyama, and Masayuki Numao. "Towards the Design of Affective Survival Horror Games: An Investigation on Player Affect." In 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII). IEEE, 2013. http://dx.doi.org/10.1109/acii.2013.101.

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