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Playing with Shivering Bodies: Expectation, Exploration, Perception

19

GG Vol. 

24. 8. 10.

The dark hallway I walk through seems to be deserted. I can only hear my own steps and the eerie soundscape of the cranking metal pipes surrounding me, and can barely see what lays beyond the light of my flashlight. I’m afraid, as I don’t know if something is waiting in the shadows for me. As I enter the next room, I hear heavy breathing and as the light catches a mutilated body, in between the dead and living, I feel my stomach contract from disgust.


For playing such horror scenarios, found in similar form across multiple games, one of our key motivations is to experience strong emotions: the feeling of suspense in supernatural scenarios, the virtual threat of being hunted by often invisible enemies, the disgust caused by body horror.


To achieve such feelings, digital games often rely on narrative motives established and familiarized through their movie counterparts and are aimed at creating similar expectations and experiences as other horror media. Still, the specific nature of digital games, their frameworks, interactivity, atmosphere, and direct experience of virtual environments, allow us to understand horror in digital games as a separate and unique phenomenon.


As the category of horror games includes a large variety of different subcategories, from gore-loaded combat-games to narrative-driven psychological horror, it is impossible to provide a comprehensive overview over the experience of horror in digital games. Therefore, we will here take a look at some of the more general elements which affect horror experiences in digital games:  expectation building, exploration and curiosity, and bodily perception.

 


Emotions and Curiosity


Before looking into players’ experience of horror games, the almost impossible has to be attempted, a definition of what horror games are. This problem is especially based in the large diversity of subcategories across horror games and their often-blurry lines. Typical examples for this issue as The Dredge or Prey (2017) include familiar elements of horror, while especially online it is often discussed to which extend they belong to the horror genre.


 Therefore, horror games are here very broadly understood as games which are primarily characterized by atmospheres which are perceived as scary, threatening, and/or distressing. Horror games, as well as general horror media, further provide narratives and spaces for transgression. They are primarily aimed at evoking strong emotional reactions in players, centered around the experience of suspense, uncertainty, disgust, and shock. Horror games are opportunities for intense stimulation: if we play Horror Games, we want to experience strong emotions and are curious to explore the abnormal, horrifying, and scary.


 Not only do narratives contribute to this objective: all parts of the game’s sensory design, including visuals, music and sound effects, and (rarely) haptics are typically designed to support and evoke such experiences. Based on those elements, and consciously not considering the multitude of elements relevant to specific subgenres across horror games, we arrive at an initial and very brief understanding of horror games, which will lead us through the following aspects and element: Horror games are first and foremost aimed at intense engaging and emotional experiences, playing with our natural, biological, and culturally informed perception of what is threatening and scary as well as our (morbid) curiosity towards the unknown and unfamiliar. In the next sections, we will dive deeper into some of those specific aspects contributing to those experiences.

 


Managing Expectations: References and Representations


This very broad understanding of horror games for the most part is unsurprisingly aligned with a general categorization of horror media, especially movies, and their impact on the consumer. Our experience of a horror game is typically preconditioned by our knowledge of general horror media and previously experienced other horror games. By relying on familiar motives and elements in its design, a game can present us with clear points of reference. Seeing a deserted village covered in fog, we immediately expect a scary experience coming up, as we have probably seen this exact motive several times in horror films, literature, or formative games as Silent Hill. Dan Pinchback in his essay on horror imagery in games describes this as “horror by reference” (2009, p. 81). We are used to encounter specific elements, as mansions, hellish demons or the undead, in horror media and therefore connect them immediately with previous experiences of horror.


Additionally, games encompass what Pinchbeck refers to as “representational level” (2009, p. 81), the design of elements which support and contribute to our understanding of a scary or horrifying atmosphere. This includes the visual design of the surroundings, the creation of enemies and NPCs which are perceived as abnormal, as well as sound design, making the game a multisensory experience of horror. This further extends to the expected mechanics, for horror games typically including resource scarcity, hidden hints to the lore, the need to hide when an enemy approaches, and the expectation of the occasional jump scare. While from a design-perspective entirely relying on this familiarity to establish horror quickly can turn into predictable and boring experiences, the selective use of such still builds up necessary and motivating expectations in players. While those expectations do not have to necessarily be proven correct, being familiar with those elements will still influence what we want and expect from a horror game. As Pinchback writes, based on these familiar patterns and points of reference, “we are expected to find the subject matter horrific because we already know it is supposed to be” (2009, p. 81).

 


Exploring Unknown Environments


While many of the elements introduced so far can be found both in horror media and games, we now arrive at one of the major aspects setting horror games apart from their counterparts in literature and film: the opportunity to actively explore and engage with a horrifying environment, rather than just witnessing it.


As we play horror games, we are typically curious towards our virtual environment, as we want to gain an understanding of it. Especially within survival horror games, it is not necessarily only a manifest enemy, which is perceived as the primary threat by the player, but rather the environment itself. To understand how to survive, the environment has to be made gradually comprehensible by players. While a general curiosity can explain players’ motivation for uncovering more information on their environment as they progress through the game, further the specific trait of morbid curiosity (Scrivner, 2021) relates here to the fascination of some players with disgusting, horrifying, and destructive elements and the wish to explore those more closely within the game world. Digital horror games typically support these types of curiosity by enabling explorative behavior through building up scenarios which cannot be understood immediately. Players must reveal new information on the unfamiliar, uncanny, threatening environment and/or its inhabitants to overcome those.


While narratives of other horror media (especially movies) are also gradually unveiling new information and appeal to our curiosity, there we are just witnessing those reveals, rather than having the potential to reveal them ourselves. This becomes especially clear, if we do not only consider the players progression trough the main storyline, but also the typical presence of additional documents, logs, graffiti, and easter eggs, all potentially contributing to a curiosity-led experience of the environment. Depending on the game, it might be the exploration which dominantly contributes to feeling scared, with especially psychological horror games primarily relying on searching for new information and building up a generally discomforting atmosphere, rather than utilizing materialized enemies.


A mechanical design aspect supporting such exploration, we encounter in games as Phasmophobia and Fatal Frame. We are initially able to only perceive a deserted space. Only by using in-game tools we can catch glimpses of supernatural powers surrounding us, never able to safely perceive the whole picture or gain a continuous insight. Especially in the case of Phasmophobia we initially enter spaces often without knowledge of what to expect besides a general haunting and have to uncover piece by piece what is waiting for us.


Additionally, digital games as a medium allow for the extension of such tools into the physical space of the player. In SOMA the avatar is alarmed by audio-visual glitches, as soon as lethal monsters approach. This signaling is extended to the physical space of the player by intensifying controller vibrations, letting us experience the rising thread haptically. While this feature allows to regain a little bit of situational control, it still contributes to the feeling of an invisible threat. Even if a threat is not seen yet, it creeps into our sensory perception.


The experience of spaces as horrifying clearly relates to the amount of information made available to the player through such sensory elements as well as HUDs and their presence or absence. HUDs provide us with a feeling of control, as they allow us to have insight into the information relevant to our navigation and survival. Making them diegetic as in Dead Space allows us to immerse ourselves more intensely into the virtual environment, while taking them away or reducing them actively creates uncertainty, which again contributes to a feeling of vulnerability and loss of situational control.


And indeed, one of the probably most prominent elements of horror games in comparison to other game categories are the often reduced or fully absent HUDs. Using the example of Limbo, we can see why. With an already partially unclear plot, we are thrown into a 2D world without any additional information provided to us through health bars, maps, or hints. We seem to know nothing more (or even less) than the protagonist of the game. Exploration here functions as a way to gradually gain such control, by understanding at least partially how to navigate the unknown by familiarizing oneself with it, uncovering the reasons for horrifying events encountered, or finding ways to overcome initially seemingly invincible enemies. The here underlying idea is a simple one, also hinted towards in the previous section: if you do not know everything about your surroundings, you are not in full control of your environment and safety. Therefore, you should be scared.


 

Embodied Perception


The experience of digital games in general and horror games specifically is not only mental but also physical, meaning that atmosphere, actions, and narratives of the game are reflected in bodily reactions of the player. We flinch during jump scares, contract when witnessing extreme violence, feel tension in our muscles when trying to fight or escape an enemy. We relate on an embodied level to the virtual experience of our avatar, as the player’s body on a neural level mirrors what the virtual body experiences. Therefore, in-game events are not only experienced on a cognitive or emotional level, but initially through the player’s body, leading to an empathetic relation with the virtual body of the avatar.


Here, the previously introduced elements of experience come together, as they also partially contribute to this bodily experience. Understanding horror games as somatic media, based on Max Ryynänen’s somatic film theory (Ryynänen, 2022), specific atmospheric and material elements are designed to trigger a real physical response. And while this approach once again stems from film theory, we can assume that playing digital games, with its audio-visual-haptic perception and our actions through the virtual body (rather than just witnessing it as in film) even intensifies this phenomenon. We are not just observing, we are actively involved in the virtual space through our actions.


In an interview by Glen Schofield, developer of The Callisto Protocol, he points out that the third-person perspective allows for something crucial to somatic perception of the avatar: being able to see what happens to the avatars body in detail and how the virtual body reacts (Kim 2020). To mirror the experience of a virtual body, we have to perceive it visually. With the exception of Doom’s iconic status bar face or the use of mirrors for example in SOMA, first-person perspective rarely allows us such a perception.


Still, somatic perception is not limited to the body of the avatar itself, but also its surroundings and what is witnessed within there. Exemplary, this becomes especially clear in games which center bodies as a site of disgust, as the Cronenberg’ian mutants of the Resident Evil series or the mutilations of The Evil Within. We do not necessarily have to visually perceive those disgusting elements, equally the soundscape or in rare cases the appearance of unpleasant vibrations can make us aware of something abnormal and horrifying happening. And the more disturbing and disgusting is what we perceive, the more intense our bodily reaction to it (even though players’ familiarity might influence how intense they experience those).


As we witness abnormal transformation and digusting acts, we know consciously that what we are witnessing is not real. And still our body reacts to some degree unconsciously as it would be real. We experience something as scary, disgusting, or threatening, because our body clearly signals it to us. In the case of digital games, this signaling however is expected and becomes part of an intense and activating play experience.

 


Summary: Horror Media, Games, and Experience


To summarize, horror games as well as horror media in general appeal to our curiosity for experiencing intense, horrifying, and dangerous situations without any real danger for ourselves.


Horror games are embedded in a net of transmedia references, with our expectations and experiences of play being conditioned by horror culture surrounding us, no matter if film, literature, or tales. Our experience is informed by what is perceived as scary within our respective cultures, the literature we read, and the movies we consume.


Still, there are significant differences between horror games and general media, specifically in relation to the experience of agency and our relation to protagonists. We are not observers, but rather interact and explore through our virtual extension, contributing both to the feeling of gaining and losing control. And while most of the of the here introduced elements are rather broad and do not take into consideration the intricate specifics of some subcategories of horror games, we can find a general definition of horror games through looking at the appearance of bodily reactions. Horror games first and foremost are somatic media: designed to make our body react on a subconscious level and played by us to experience such intense reactions.


 


References
Kim, M. (2020) The Callisto Protocol Wants to be The Scariest Next-Gen Horror Game Ever. Available at: https://nordic.ign.com/news/42235/the-callisto-project-wants-to-be-the-scariest-next-gen-horror-game-ever.
Pinchbeck, D. (2009) ‘Shock, horror? First-person gaming, horror, and the art of ludic manipulation.’, in Horror video games: essays on the fusion of fear and play. Jefferson, NC: B. Perron, pp. 79–94.
Ryynänen, M. (2022) Bodily Engagements with Film, Images, and Technology: Somavision. 1st edn. New York: Routledge. Available at: https://doi.org/10.4324/9781003248514.
Scrivner, C. (2021) ‘An Infectious Curiosity: Morbid Curiosity and Media Preferences during a Pandemic’, Evolutionary Studies in Imaginative Culture, 5(1), pp. 1–12. Available at: https://doi.org/10.26613/esic.5.1.206.


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(Researcher)

A Doctoral Researcher at Tampere University Game Research Lab and the Finnish Center of Excellence in Game Culture Studies. Aska’s research is focused on bodily perceptions of digital games and technology, as well as apocalyptic media.

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