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dc.contributor.advisorAmit, Baishya
dc.contributor.authorLee, Charles
dc.date.accessioned2019-05-10T18:50:36Z
dc.date.available2019-05-10T18:50:36Z
dc.date.issued2019
dc.identifier.urihttps://hdl.handle.net/11244/319703
dc.description.abstractMost contemporary 3-D video games provide a wealth of visual information to players to help them navigate the in-game virtual space. Maps, compasses, beacons, and other visual guides are often necessary components of gameplay that help players feel confident and powerful within the virtual world. Conversely, the horror video game Amnesia: The Dark Descent uses its claustrophobic configurations of space to reduce the player’s visual and auditory awareness. In this paper, I analyze how these disorienting configurations of space threaten the player’s sense of individual autonomy by restricting their ability to maintain a safe distance from the dangerous monsters within the game.en_US
dc.languageen_USen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectAbstract Spaceen_US
dc.subjectAmnesia: The Dark Descenten_US
dc.subjectAffect Theoryen_US
dc.subjectHorroren_US
dc.titleRUNNING SCARED: FEAR, SPACE, AND AFFECT IN AMNESIA: THE DARK DESCENTen_US
dc.contributor.committeeMemberZeigler, James
dc.contributor.committeeMemberKurlinkus, Will
dc.date.manuscript2019
dc.thesis.degreeMaster of Artsen_US
ou.groupCollege of Arts and Sciences::Department of Englishen_US


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Attribution-NonCommercial-NoDerivatives 4.0 International
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 International