Need For Presence In Horror Games

1646 Words 7 Pages
The magic of horror games is to make players watch every step, inducing a feeling of fear when they turn around a corner. Horror game designers use a variety of tools to encourage the sensation of fear. However, players should associate themselves with a character and attach meaning to their actions in order to experience a thrill while playing a game. A concept, known as presence or telepresence - 'a sense of being present in a remote environment ' (Held and Durlach, 1992) - helps to achieve the desired response. Many scholars have proven that a ‘Need for presence’, which is a tendency to enjoy experiencing presence, is a key element of the gameplay (Dalisay et al., 2012, p.3). Depending on how well presence is created by the media, it can force users forget about the real world and be fully engaged with what is going on in the virtual environment and induce a feeling of being in danger.
Plenty of researchers studied the concept of presence and what influence it. Mardigan (2010) claim that presence depends on two factors: the richness of a mental model created by an environment and consistency of it. Lombard and Ditton (2009) conducted a research and concluded that there are several dimensions of presence:
• Quality of social interactions – refers to 'warmth ' of
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Gackenbach and Bown (2011) claim that it corresponds to engagement (psychological immersion) and how responding the world is. Both, Outlast and Slender use the first-person perspective, which contributes to the sense of immersion (Lynch and Martins, 2015, cited in Clasen, 2015), creating an impression of looking through the window. However, Outlast goes even further, representing the player 's avatar using hands, whereas Slender does not provide an image of hands or feet of the character and the representation of the avatar seems slightly

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