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The World of Scary Video Games - (Approaches to Digital Game Studies) by Bernard Perron (Hardcover)

The World of Scary Video Games - (Approaches to Digital Game Studies) by  Bernard Perron (Hardcover)
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Last Price: 150.00 USD

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<p/><br></br><p><b> Book Synopsis </b></p></br></br>As for film and literature, the horror genre has been very popular in the video game. <i>The World of Scary Video Games</i> provides a comprehensive overview of the videoludic horror, dealing with the games labelled as "survival horror+? as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since <i>Haunted House</i> (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from <i>Haunted House (</i>1981) to <i>Alone in the Dark</i> (1992- ), <i>Resident Evil </i>(1996-present), <i>Silent Hill</i> (1999-present), <i> Fatal Frame</i> (2001-present), <i> Dead Space</i> (2008-2013), <i> Amnesia: the Dark Descent</i> (2010), and <i>The Evil Within </i>(2014). Accessibly written, <i>The World of Scary Video Games </i>helps the reader to trace the history of an important genre of the video game.<p/><br></br><p><b> Review Quotes </b></p></br></br><br>A substantial enquiry into the horror videogame in general, and the survival horror genre in particular. Perron presents an extensive history of horror themes, narratives and iconography, from early games like <i>Hunt the Wumpus</i> and<i> Haunted House</i> to contemporary independent titles such as <i>Amnesia</i>, <i>Limbo</i> and<i> Five Nights at Freddy's</i>. The result is a detailed account which covers facets of imagery, space and sound, character identification and avatar embodiment, monster design, interactivity and the dynamic nature of generic categories and conventions. The study makes insightful use of journalistic, paratextual and industrial sources, together with academic material, to illustrate the range of discursive and production practices whereby generic formations emerge and become meaningful. An invaluable contribution to the study of digital games of interest to scholars and fans of horror, Gothic fiction, contemporary media, and popular culture.<br/>Ewan Kirkland, Principal Lecturer in Film & Screen Studies, University of Brighton, UK<br><br>Thorough and laden with in-depth knowledge, <i> The World of Scary Video Games</i> is an invaluable resource for fans, scholars and artist/designers of horror.<br/>Tanya Krzywinska, Professor of Digital Games and Director, Games Academy, Falmouth Unversity, UK<br><p/><br></br><p><b> About the Author </b></p></br></br><b>Bernard Perron</b> is Full Professor of Cinema at the University of Montreal, Canada. He has coedited <i>The Video Game Theory Reader 1</i> (2003), <i>The Video Game Theory Reader 2 </i>(2008), <i>The Routledge Companion to Video Games Studies </i>(2014), as well as<i> Figures de violence </i>(2012), <i>The Archives: Post-Cinema and Video Game Between Memory and the Image of the Present</i> (2014) and <i>Z pour Zombies</i> (2015). He has edited<i> Horror Video Games: Essays on the Fusion of Fear and Play </i>(2009). He has also written <i>Silent Hill: The Terror Engine</i> (2012) in The Landmark Video Games book series he is co-editing.

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