Paralysing Fear: Player Agency Parameters in Horror Games

Authors

  • Casper S. Boonen
  • Daniel Mieritz

Keywords:

agency, horror, video games, intention, affordances, constraints, human-computer

Abstract

The horror video game genre is dedicated to building suspense and scaring its players. One of the ways in which it achieves this goal is through the manipulation of the player’s agency. With this paper, we seek to examine and identify elements used to manipulate the agency of the player in horror video games, to see how they can be used to evoke horror and dread within the player. To this purpose, a qualitative humanistic approach has been applied, through the analysis of six horror games. Our results indicate several common themes, found in the elements used to manipulate player agency. Based on these themes, we have developed an Agency Parameter Model, illustrating a hierarchical relationship between different categories used to manipulate agency. At the core of the model are three overarching categories: Player Character Parameters, System Parameters, and Player Parameters.

Downloads

Published

2018-01-01

Bibtex

@Conference{digra1051, title ="Paralysing Fear: Player Agency Parameters in Horror Games", year = "2018", author = "Boonen, Casper S. and Mieritz, Daniel", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1051}", booktitle = "Proceedings of Nordic DiGRA 2018 Conference"}