Frights, Fear, and Fallout: Layers of Horror in Popular Gaming

Lajeunesse, M., & Blamey, C. (2024). Frights, Fear, and Fallout: Layers of Horror in Popular Gaming. Game Generation19. https://www.gamegeneration.or.kr/article/b5b1ffc6-8ca2-4d4b-8a6a-ed8334e02db4

Abstract

Video game horror experiences operate on distinctly different psychological mechanisms, producing varied emotional responses and memories in players. This paper examines two fundamental categories of fear in gaming contexts: sudden frights (jumpscares) and persistent motivating fears that create lingering terror. Through analysis of notable horror titles including Resident Evil, Fallout 3, Outlast, and Amnesia: The Dark Descent, authors explore how game design elements—environmental design, audio cues, player powerlessness, and resource scarcity—contribute to different fear experiences. They demonstrate that while jumpscares produce intense momentary reactions through subversion of player expectations and sensory manipulation, they often lack lasting psychological impact. In contrast, persistent terrors that connect to real-world anxieties—such as societal breakdown, nuclear catastrophe, or existential threats—create more profound and enduring emotional responses by engaging players’ ability to imagine frightening futures. This distinction helps explain why certain gaming experiences remain memorable long after play, as they tap into deeper fears about human existence rather than merely triggering startle responses. The research contributes to understanding how game design can transcend simple shock tactics to create meaningful horror that resonates beyond gameplay sessions.

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