“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES

This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Wit...

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Main Author: Katarzyna Marak
Format: Article
Language:English
Published: Wydawnictwa AGH 2021-06-01
Series:Studia Humanistyczne AGH
Subjects:
Online Access:https://journals.bg.agh.edu.pl/STUDIA/2021.20.2/human.2021.20.2.57.pdf
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spelling doaj-3e19fb03f3c9491ab45963994ea42abc2021-10-02T18:42:42ZengWydawnictwa AGHStudia Humanistyczne AGH2084-33642084-33642021-06-012025770https://doi.org/10.7494/human.2021.20.2.57“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMESKatarzyna Marak0https://orcid.org/0000-0003-4073-8889Uniwersytet Mikołaja Kopernika w ToruniuThis paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Witch (2019), developed by the Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players’ affective identification from the avatar to the companion character can cause players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.https://journals.bg.agh.edu.pl/STUDIA/2021.20.2/human.2021.20.2.57.pdfblair witchcontemporary psychological horror gamespsychological horror gamesdigital gamescompanion character
collection DOAJ
language English
format Article
sources DOAJ
author Katarzyna Marak
spellingShingle Katarzyna Marak
“IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
Studia Humanistyczne AGH
blair witch
contemporary psychological horror games
psychological horror games
digital games
companion character
author_facet Katarzyna Marak
author_sort Katarzyna Marak
title “IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
title_short “IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
title_full “IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
title_fullStr “IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
title_full_unstemmed “IF THE DOG DIES, I QUIT”: BLAIR WITCH AND THE PROBLEMS OF CONTEMPORARY PSYCHOLOGICAL HORROR GAMES
title_sort “if the dog dies, i quit”: blair witch and the problems of contemporary psychological horror games
publisher Wydawnictwa AGH
series Studia Humanistyczne AGH
issn 2084-3364
2084-3364
publishDate 2021-06-01
description This paper highlights the manner in which contemporary psychological horror games rely on repetitive storylines and plot twists, resulting in predictability of new titles, and the way in which this negatively affects immersion and players’ emotional investment. Through examining the game Blair Witch (2019), developed by the Polish studio Bloober Team, and its inclusion of an animal companion, the article demonstrates how shifting the players’ affective identification from the avatar to the companion character can cause players to overlook the shortcomings of the game. At the same time, by juxtaposing Blair Witch with other similar digital game texts, the paper showcases how linearity and reliance on predictable tropes in a game can be masked by the effective inclusion of an interesting companion with appropriate mechanics.
topic blair witch
contemporary psychological horror games
psychological horror games
digital games
companion character
url https://journals.bg.agh.edu.pl/STUDIA/2021.20.2/human.2021.20.2.57.pdf
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