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bernard perron silent hill: Silent Hill Bernard Perron, 2012-01-03 The second entry in the Landmark Video Games series |
bernard perron silent hill: Silent Hill Bernard Perron, 2012-01-03 Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history. |
bernard perron silent hill: The World of Scary Video Games Bernard Perron, 2018-05-31 As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games 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 Haunted House (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 Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game. |
bernard perron silent hill: The Video Game Theory Reader Mark J.P. Wolf, Bernard Perron, 2013-10-08 In the early days of Pong and Pac Man, video games appeared to be little more than an idle pastime. Today, video games make up a multi-billion dollar industry that rivals television and film. The Video Game TheoryReader brings together exciting new work on the many ways video games are reshaping the face of entertainment and our relationship with technology. Drawing upon examples from widely popular games ranging from Space Invaders to Final Fantasy IX and Combat Flight Simulator 2, the contributors discuss the relationship between video games and other media; the shift from third- to first-person games; gamers and the gaming community; and the important sociological, cultural, industrial, and economic issues that surround gaming. The Video Game TheoryReader is the essential introduction to a fascinating and rapidly expanding new field of media studies. |
bernard perron silent hill: The Routledge Companion to Video Game Studies Mark J.P. Wolf, Bernard Perron, 2023-06-19 A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike. |
bernard perron silent hill: Myst and Riven Mark J. P. Wolf, 2011-05-26 The inaugural title in the Landmark Video Games series |
bernard perron silent hill: Storytelling in Video Games Amy M. Green, 2017-11-28 Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused visual novel genre is discussed as a form of interactive fiction. |
bernard perron silent hill: DOOM Dan Pinchbeck, 2013-06-18 A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today |
bernard perron silent hill: Silent Hill Tom Waltz, 2011 Originally published as Silent Hill: past life issues #1-4--Title page verso. |
bernard perron silent hill: Fifty Key Video Games Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault, 2022-07-26 This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games. |
bernard perron silent hill: The Sounds of Early Cinema Richard Abel, Rick R. Altman, 2001-10-03 The Sounds of Early Cinema is devoted exclusively to a little-known, yet absolutely crucial phenomenon: the ubiquitous presence of sound in early cinema. Silent cinema may rarely have been silent, but the sheer diversity of sound(s) and sound/image relations characterizing the first 20 years of moving picture exhibition can still astonish us. Whether instrumental, vocal, or mechanical, sound ranged from the improvised to the pre-arranged (as in scripts, scores, and cue sheets). The practice of mixing sounds with images differed widely, depending on the venue (the nickelodeon in Chicago versus the summer Chautauqua in rural Iowa, the music hall in London or Paris versus the newest palace cinema in New York City) as well as on the historical moment (a single venue might change radically, and many times, from 1906 to 1910). Contributors include Richard Abel, Rick Altman, Edouard Arnoldy, Mats Björkin, Stephen Bottomore, Marta Braun, Jean Châteauvert, Ian Christie, Richard Crangle, Helen Day-Mayer, John Fullerton, Jane Gaines, André Gaudreault, Tom Gunning, François Jost, Charlie Keil, Jeff Klenotic, Germain Lacasse, Neil Lerner, Patrick Loughney, David Mayer, Domi-nique Nasta, Bernard Perron, Jacques Polet, Lauren Rabinovitz, Isabelle Raynauld, Herbert Reynolds, Gregory A. Waller, and Rashit M. Yangirov. |
bernard perron silent hill: The Little Duke Charlotte Mary Yonge, 1883 |
bernard perron silent hill: The French Revolution Hippolyte Taine, 1885 |
bernard perron silent hill: Playing the Waves Jan Simons, 2007 Dogma 95, the avant-garde filmmaking movement founded by the Danish director Lars von Trier and three of his fellow directors, was launched in 1995 at an elite cinema conference in Paris—when von Trier was called upon to speak about the future of film but instead showered the audience with pamphlets announcing the new movement and its manifesto. A refreshingly original critical commentary on the director and his practice, Playing the Waves is a paramount addition to one of new media’s most provocative genres: games and gaming. Playing the Waves cleverly puns on the title of one of von Trier’s most famous features and argues that Dogma 95, like much of the director’s low-budget realist productions, is a game that takes cinema beyond the traditional confines of film aesthetics and dramatic rules. Simons articulates the ways in which von Trier redefines the practice of filmmaking as a rule-bound activity, and stipulates the forms and structures of games von Trier brings to bear on his films, as well as the sobering lessons he draws from economic and evolutionary game theory. Much like the director’s films, this fascinating volume takes the traditional point of view of film theory and film aesthetics to the next level and demonstrates we have much to learn from the perspective of game studies and game theory. |
bernard perron silent hill: Touch in the Helping Professions Martin Rovers, Judith Malette, Manal Guirguis-Younger, 2018-04-10 Touch may well be one of the least understood or talked about subjects in the helping professions. A discussion on the importance and ethics of positive, caring, and appropriate touch in professions such as teaching, nursing and counselling is long overdue. Touch in the Helping Professions delivers just that, weaving together scholarly evidence, research and clinical practice from a wide range of perspectives encompassing philosophy, theology, psychology, and anthropology to challenge assumptions about the role of touch in the helping professions. The contributors to the volume focus not only on the overarching roles of gender, age, culture and life experience, but go beyond to encompass canine-assisted therapy, touch deprivation, sacred objects, as well as key ethical considerations. The prevailing lack of dialogue, due to fear of contravening ethical boundaries, has stood in the way of an open and responsible discussion on the use of touch in therapy. Touch in the Helping Professions is a welcome and much needed contribution to the field—a window onto a fundamental need. This book is published in English. - Cet ouvrage offre un ensemble de données probantes et de résultats cliniques à l’appui du toucher dans le développement physique et émotionnel. Il est structuré selon trois axes : la théorie sur le toucher; la pratique du toucher dans un contexte de thérapie, et les questions éthiques. Il aborde la question du rôle du genre, de l’âge, de la culture et de l’expérience de vie, des sujets comme la zoothérapie, la privation sensorielle, des objets sacrés, et des considérations d’ordre éthique. Les approches variées – philosophie, théologie, psychologie, anthropologie – remettent en question les présuppositions, offrent un contexte historico-culturelprofessionnel, et font appel à des données primaires. Les collaborateurs soutiennent que le toucher sain et non sexuel n’est pas suffisamment enseigné dans le cadre de la formation professionnelle. Cette absence de dialogue – engendrée par la crainte de dépasser des bornes éthiques, fait en sorte qu’une discussion ouverte et responsable sur l’utilisation du toucher dans un cadre thérapeutique ne peut avoir lieu, alors même qu’elle contribuerait aux balises théoriques de notre compréhension de cet enjeu fondamental. Ce livre est publié en anglais. |
bernard perron silent hill: Interactive Storytelling Rebecca Rouse, Hartmut Koenitz, Mads Haahr, 2018-11-26 This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society. |
bernard perron silent hill: Power-Up Chris Kohler, 2016-10-10 Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games. |
bernard perron silent hill: Silent Hill Scott Ciencin, 2005 This blood-soaked volume collects IDW Publishing's three chilling one-shots based on Silent Hill, the smash-hit Konami videogame series. In Among the Damned, a young, guilt-ridden soldier meets a doomed soul that will either change his life or end it. In Paint It Black, a painter finds his dark muse in Silent Hill, until a group of cheerleaders arrive and the attacks begin. The Grinning Man tells the tale of the terrifying title character, who faces off against a State Trooper one day away from retirement. |
bernard perron silent hill: Game Sound Technology and Player Interaction: Concepts and Developments Grimshaw, Mark, 2010-09-30 Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds. |
bernard perron silent hill: Game Research Methods: An Overview Patri Lankoski, Staffan Björk, et al., 2015 Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games.--Provided by publisher. |
bernard perron silent hill: Emotion and the Structure of Narrative Film Ed S. Tan, 2013-10-16 Introduced one hundred years ago, film has since become part of our lives. For the past century, however, the experience offered by fiction films has remained a mystery. Questions such as why adult viewers cry and shiver, and why they care at all about fictional characters -- while aware that they contemplate an entirely staged scene -- are still unresolved. In addition, it is unknown why spectators find some film experiences entertaining that have a clearly aversive nature outside the cinema. These and other questions make the psychological status of emotions allegedly induced by the fiction film highly problematic. Earlier attempts to answer these questions have been limited to a few genre studies. In recent years, film criticism and the theory of film structure have made use of psychoanalytic concepts which have proven insufficient in accounting for the diversity of film induced affect. In contrast, academic psychology -- during the century of its existence -- has made extensive study of emotional responses provoked by viewing fiction film, but has taken the role of film as a natural stimulus completely for granted. The present volume bridges the gap between critical theories of film on the one hand, and recent psychological theory and research of human emotion on the other, in an attempt to explain the emotions provoked by fiction film. This book integrates insights on the narrative structure of fiction film including its themes, plot structure, and characters with recent knowledge on the cognitive processing of natural events, and narrative and person information. It develops a theoretical framework for systematically describing emotion in the film viewer. The question whether or not film produces genuine emotion is answered by comparing affect in the viewer with emotion in the real world experienced by persons witnessing events that have personal significance to them. Current understanding of the psychology of emotions provides the basis for identifying critical features of the fiction film that trigger the general emotion system. Individual emotions are classified according to their position in the affect structure of a film -- a larger system of emotions produced by one particular film as a whole. Along the way, a series of problematic issues is dealt with, notably the reality of the emotional stimulus in film, the identification of the viewer with protagonists on screen, and the necessity of the viewer's cooperation in arriving at a genuine emotion. Finally, it is argued that film-produced emotions are genuine emotions in response to an artificial stimulus. Film can be regarded as a fine-tuned machine for a continuous stream of emotions that are entertaining after all. The work paves the way for understanding and, in principle, predicting emotions in the film viewer using existing psychological instruments of investigation. Dealing with the problems of film-induced affect and rendering them accessible to formal modeling and experimental method serves a wider interest of understanding aesthetic emotion -- the feelings that man-made products, and especially works of art, can evoke in the beholder. |
bernard perron silent hill: A History of French Literature Edward Dowden, 1897 |
bernard perron silent hill: Soul of the Apostolate Jean Baptiste Chautard, 1933 |
bernard perron silent hill: Play Redux David Myers, 2010-04-22 A new look at digital gaming and the aesthetics of play |
bernard perron silent hill: Video Games and the Mind Bernard Perron, Felix Schröter, 2016-07-14 Can a video game make you cry? Why do you relate to the characters and how do you engage with the storyworlds they inhabit? How is your body engaged in play? How are your actions guided by sociocultural norms and experiences? Questions like these address a core aspect of digital gaming--the video game experience itself--and are of interest to many game scholars and designers. With psychological theories of cognition, affect and emotion as reference points, this collection of new essays offers various perspectives on how players think and feel about video games and how game design and analysis can build on these processes. |
bernard perron silent hill: The Philosophy of Computer Games John Richard Sageng, Hallvard J Fossheim, Tarjei Mandt Larsen, 2012-07-10 Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture. |
bernard perron silent hill: Gamedev Wlad Marhulets, 2020-06-29 If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer. |
bernard perron silent hill: Storyplaying Sebastian Domsch, 2013 Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay. |
bernard perron silent hill: Paratextualizing Games Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt, 2021-11-18 Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced – i.e., in which forms and formats and through which channels we talk (and write) about games – as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text? |
bernard perron silent hill: Atlas of Breeding Birds of the Maritime Provinces Anthony J. Erskine, Nova Scotia Museum, Azor Vienneau, 1992-01-01 The Atlas features over 200 maps that provide information on breeding distribution, population, and natural history, with a forecast of each species' prospects for the future. |
bernard perron silent hill: Silent Hill Shaun Michael Jooste, 2017 The Vanilla Edition is the pure form of the story and only contains the original text and not the additional maps, images and alternative endings. Silent Hill has more than once canvas, painted by the taint of your sins. Consider this your personal hell. Trevor wakes up from another nightmare of Silent Hill just before getting a call that the police are after him following the apparent suicide of his wife, Caroline. He barely escapes with his lover Kathy and best friend Jay Nixon, the police force hot on their tail on the dark highway. During the pursuit, a mist covers the road and a strange man with a metallic object on his head causes them to crash on the outskirts of Silent Hill. When Trevor awakens, he finds himself alone at the scene of the accident with no knowledge of where the others are. His search for them not only reveals that the town is haunted with terrifying creatures, but is also tainted with clues of Caroline's presence. As his struggle through the misty town leads him closer to Kathy's whereabouts, Trevor learns the truth of Caroline's death. And with this knowledge, he discovers that everyone that had a part to play in her misery has been brought together to Silent Hill to account for their sins. In the midst of the pain and the blood stands Caroline's mysterious guardian with the metallic stained pyramid on his head ... and he is ready to exact justice for their betrayal ... **WARNING**This book is suitable for adults (18+) only. It contains horrifying & sexual content. Some scenes may be considered violent, grotesque or disturbing. Do not read if you are offended by such content or if you are under the age of 18. The acts that occur in this story are not meant to encourage similar acts in real life. ***DISCLAIMER***Permission has been obtained from the relevant official Konami distributors and agents to write this work of fiction based on the Silent Hill franchise. It is not an adaptation of any of the films or games, but an unique story set in the titular town. More information on these rights can be viewed at the author's blog at www.celenicearth.wordpress.com |
bernard perron silent hill: Introduction to Game Analysis Clara Fernández-Vara, 2019-01-21 This accessible textbook gives students the tools they need to analyze games using strategies borrowed from textual analysis. As the field of game studies grows, videogame writing is evolving from the mere evaluation of gameplay, graphics, sound, and replayablity, to more reflective writing that manages to convey the complexity of a game and the way it is played in a cultural context. Clara Fernández-Vara’s concise primer provides readers with instruction on the basic building blocks of game analysis—examination of context, content and reception, and formal qualities—as well as the vocabulary necessary for talking about videogames' distinguishing characteristics. Examples are drawn from a range of games, both digital and non-digital—from Portal and World of Warcraft to Monopoly—and the book provides a variety of exercises and sample analyses, as well as a comprehensive ludography and glossary. In this second edition of the popular textbook, Fernández-Vara brings the book firmly up-to-date, pulling in fresh examples from ground-breaking new works in this dynamic field. Introduction to Game Analysis remains a unique practical tool for students who want to become more fluent writers and critics not only of videogames, but also of digital media overall. |
bernard perron silent hill: Tempest Judd Ethan Ruggill, Ken S. McAllister, 2015-08-27 Enumerates and analyzes Tempest's landmark qualities--from aesthetics and development to its impact on video game history and culture |
bernard perron silent hill: The Evil Within 2 Prima Games, Rick Barba, 2017 Only in this Collector's Edition--Exclusive Bonus Content: - Foreword from Bethesda Softworks and Tango Gameworks - Q&A with the developers - Exclusive Concept Art Gallery - Featuring unique cover art, a must-have for every fan Comprehensive Walkthrough with Detailed Maps: When should you stand and fight, sneak through the city, or hide from the horrors? We assist with every puzzle and decision as you traverse the nightmare landscape. Analysis of Every Weapon and Item: Complete examination of every weapon and item in the game delivers the best preparations for your exploits through Union. Exhaustive Dissection of Every Antagonist: Every last enemy is covered with behaviors, weaknesses, and immunities--allowing you to plan a course of action with confidence. Every Collectible in Union Plotted: Precise locations of Files, Residual Memories, Slides, and more are provided, along with details on how to find them all. Free Mobile-Friendly eGuide: Includes a code to access the eGuide, a web-access version of the complete guide optimized for a second-screen experience. |
bernard perron silent hill: Games of Terror Vera Dika, 2025-05-15 A first-of-its-kind study of the stalker subgenre of slasher films. From 1978 to 1981 there was a proliferation of horror films entering the American film market. Among this group of films, one narrative formula proved dominant, both in its commercial profitability and in its ability to engender copies and sequels--what has come to be known as slasher films. Games of Terror is the first study to isolate a smaller group of films, within the slasher genre, what Vera Diker identifies as the stalker film. These include such movies as Halloween (1978), Friday the 13th (1980), Prom Night (1980), Terror Train (1980), and My Bloody Valentine (1981). As Diker shows, the distinguishing characteristic of the stalker film lies in its representation of the major character: the killer. Kept primarily offscreen for the duration of the film, the killer is usually made knowable by a distinctive shot or series of shots. In this book, stalker films are studied as a group, not as individualistic products of a specific author, and are approached using an interdisciplinary method. Games of Terror concludes that the stalker film satisfies its audience on several levels: it functions simultaneously as a cinematic game, a psychosexual titillation, and a modern-day myth. In its latter function, the Stalker film serves as a system of communication, explaining an ongoing cultural conflict to its predominantly young (teenage) audience. |
bernard perron silent hill: The World of Scary Video Games Bernard Perron, 2018-05-31 As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games 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 Haunted House (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 Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game. |
bernard perron silent hill: Silent Hill Downpour: Anne's Story Tom Waltz, 2015 Originally published as Silent hill Downpour: Anne's story issues #1-4--Indicia. |
bernard perron silent hill: The Nature of Computer Games David Myers, 2003 Offering one of the first fully articulated theories of computer games based on game play rather than game texts, The Nature of Computer Games mounts a serious challenge to literary critics, cultural theorists, and others who might assume computer game play is best understood with reference to preexisting social contexts. |
bernard perron silent hill: Immersion, Narrative, and Gender Crisis in Survival Horror Video Games Andrei Nae, 2021-09-09 This book investigates the narrativity of some of the most popular survival horror video games and the gender politics implicit in their storyworlds. In a thorough analysis of the genre that draws upon detailed comparisons with the mainstream action genre, Andrei Nae places his analysis firmly within a political and social context. In comparing survival horror games to the dominant game design norms of the action genre, the author differentiates between classical and postclassical survival horror games to show how the former reject the norms of the action genre and deliver a critique of the conservative gender politics of action games, while the latter are more heterogeneous in terms of their game design and, implicitly, gender politics. This book will appeal not only to scholars working in game studies, but also to scholars of horror, gender studies, popular culture, visual arts, genre studies and narratology. |
bernard perron silent hill: Diversity of Play Mathias Fuchs, 2020-10-09 The early days when digital games were new, harmless, and a niche are long gone. Today's games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, Diversity of Play provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of unnatural narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg. This work was published by Saint Philip Street Press pursuant to a Creative Commons license permitting commercial use. All rights not granted by the work's license are retained by the author or authors. |
Bernard (futebolista) – Wikipédia, a enciclopédia livre
Bernard Anício Caldeira Duarte (Belo Horizonte, 8 de setembro de 1992) é um futebolista brasileiro que atua como ponta ou meio-campista. Atualmente defende o Atlético Mineiro. Sua …
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Bernard Anicio Caldeira Duarte é um jogador de Futebol de 32 anos nascido em 1992-09-08, em Belo Horizonte (MG), Brasil. Joga como Atacante em Atlético Mineiro, Brasil. O seu peso é 56 …
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Feb 1, 2024 · Bernard marca gol da vitória do Panathinaikos pelos play-offs da Champions League e comemora: ‘Demos um passo importante’
Bernard (futebolista) – Wikipédia, a enciclopédia livre
Bernard Anício Caldeira Duarte (Belo Horizonte, 8 de setembro de 1992) é um futebolista brasileiro que atua como ponta ou meio-campista. Atualmente defende o Atlético Mineiro. Sua …
Bernard - Perfil de jogador 2025 - Transfermarkt
Nome completo: Bernard Anício Caldeira Duarte Nasc./Idade: 08/09/1992 (32) Local de nascimento: Belo Horizonte Altura: 1,67 m Nacionalidade: Brasil Posição: Atacante - Ponta …
Bernard and Tregaskiss - Semi-Automatic MIG Guns, Robotic MIG …
Bernard® and Tregaskiss® configurable, universally compatible MIG welding guns and consumables for semi-automatic, fixed automatic and robotic industrial welding applications.
Bernard (footballer) - Wikipedia
Bernard Anício Caldeira Duarte (born 8 September 1992), better known as Bernard (Brazilian Portuguese: [bɛʁˈnaʁ]), is a Brazilian professional footballer who plays for Campeonato …
Bernardaud official website | Limoges porcelain since 1863
Since 1863, Bernardaud has been synonymous with the art of Limoges porcelain, combining French craftsmanship and innovation, creativity and tradition.. In a field that is constantly …
Bernard - Clube Atlético Mineiro
Bernard. Após ‘dar a volta ao mundo’, o campeão da Copa Libertadores 2013 retornou para casa em 2024 para voltar a escrever sua história com a camisa do Galo.
Bernard - Atlético Mineiro - Informações e Estatísticas do Jogador
Bernard Anicio Caldeira Duarte é um jogador de Futebol de 32 anos nascido em 1992-09-08, em Belo Horizonte (MG), Brasil. Joga como Atacante em Atlético Mineiro, Brasil. O seu peso é 56 …
Bernard - Player profile 2025 - Transfermarkt
Bernard, 32, from Brazil Clube Atlético Mineiro, since 2024 Left Winger Market value: €1.00m * Sep 8, 1992 in Belo Horizonte, Brazil
Meaning, origin and history of the name Bernard
May 30, 2025 · This was the name of several saints, including Saint Bernard of Menthon who built hospices in the Swiss Alps in the 10th century, and Saint Bernard of Clairvaux, a 12th-century …
Tudo Sobre | Bernard - LANCE!
Feb 1, 2024 · Bernard marca gol da vitória do Panathinaikos pelos play-offs da Champions League e comemora: ‘Demos um passo importante’