I am slowly working on ideas for my upcoming Master’s Thesis (very slowly), and therefore today’s post will be mainly a contemplative one – mulling over some of my initial thoughts. Also, this thesis will of course be about video games. Surprise, surprise.
In previous blog posts, I wrote about whether video games make players more violent, and also Star Wars: Knights of the Old Republic, which created a feeling of guilt during game-play. In this post I look at a research paper that connects these two by looking at how video games elicit guilt and thereby salience towards care and fairness.
Have you ever wondered what it might feel like if you were actually in a horror movie? Wondered maybe, why people freeze in certain situations instead of just reacting? Or simply why the characters always seem to react so irrational? I am no one step closer to understanding these characters after playing the game Dread Halls with and Oculus Rift on PC – it was literally horrible!
Welcome! Today I will look at White Night, a third-person, detective-puzzle survival-horror game. Some very clear game-design choices were seemingly made during the production of this game, and these become evident from the very first minutes of playing. This game is simple, yet clever, in its way of devising scary and creepy moments throughout. It certainly affected me!