Please use this identifier to cite or link to this item: http://hdl.handle.net/2440/84778
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dc.contributor.authorHabel, C.en
dc.contributor.authorKooyman, B.en
dc.date.issued2014en
dc.identifier.citationDigital Creativity, 2014; 25(1):1-14en
dc.identifier.issn1462-6268en
dc.identifier.issn1744-3806en
dc.identifier.urihttp://hdl.handle.net/2440/84778-
dc.description.abstractThis 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.en
dc.description.statementofresponsibilityChad Habel and Ben Kooymanen
dc.language.isoenen
dc.publisherRoutledgeen
dc.rights© 2013 Taylor & Francisen
dc.subjectvideo games; cinema; horror; agency; Dead Spaceen
dc.titleAgency mechanics: gameplay design in survival horror video gamesen
dc.typeJournal articleen
dc.identifier.rmid0020134309en
dc.identifier.doi10.1080/14626268.2013.776971en
dc.identifier.pubid16624-
pubs.library.collectionEducation publicationsen
pubs.library.teamDS02en
pubs.verification-statusVerifieden
pubs.publication-statusPublisheden
dc.identifier.orcidHabel, C. [0000-0001-5468-3343]en
Appears in Collections:Education publications

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