Please use this identifier to cite or link to this item:
https://hdl.handle.net/2440/84778
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Type: | Journal article |
Title: | Agency mechanics: gameplay design in survival horror video games |
Author: | Habel, C. Kooyman, B. |
Citation: | Digital Creativity, 2014; 25(1):1-14 |
Publisher: | Routledge |
Issue Date: | 2014 |
ISSN: | 1462-6268 1744-3806 |
Statement of Responsibility: | Chad Habel and Ben Kooyman |
Abstract: | This article proposes the notion of ‘agency mechanics’ as an innovative design element of video games. It begins by exploring the well-documented interactive elements of horror cinema, and goes on to explore how strategies such as the sadistic/masochistic gaze and narrative perspective have been further developed in video games. It then explores work to date on the manipulation of interactivity in video games before closely analysing how agency and control are managed in the survival horror franchise Dead Space. It concludes with reflections on further research in the nexus between film and games, and further possibilities for game design through the explicit management of agency mechanics. |
Keywords: | video games; cinema; horror; agency; Dead Space |
Rights: | © 2013 Taylor & Francis |
DOI: | 10.1080/14626268.2013.776971 |
Published version: | http://dx.doi.org/10.1080/14626268.2013.776971 |
Appears in Collections: | Aurora harvest 2 Education publications |
Files in This Item:
File | Description | Size | Format | |
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RA_hdl_84778.pdf Restricted Access | Restricted Access | 233.45 kB | Adobe PDF | View/Open |
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