Why does ohmwrecker play horror games
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The effect of presence, the immersive feeling of being “in the game”, was a factor in how scared people were because the player is the decision maker, unlike a film when the viewer only passively observes the action unfold. Participants described panic at their lack of control, as if they were a hunted animal desperately trying to escape their predators. The element of unexpected, ghastly surprise heightened the fear experience, especially when the player felt immersed in that unpredictable environment. The welcoming committee will see you now. Lynch and Martins concluded that this may be due to typical gender stereotyping. Women were more likely to describe how scared they felt, being less rational and stoic about their fear-response. Instead men emphasised how much they enjoyed playing horror games, putting on a brave front. While men and women players experienced the same frequency of fear and felt scared at the same times in a game, as shown by the monitor readings, men were less likely to admit to being frightened. Fear and anxiety may be increased in empathetic individuals so they feel helpless and overwhelmed and are less able to disengage in the real world. Those that can relate to negative emotions in others such as fear may seek to avoid feeling those negative emotions in fear-induced games. Lynch and Martins found that overall, players with low empathy were more likely to play and enjoy horror games than those with high empathy levels. This allows us to sympathise with others and be compassionate. The study is a fascinating enquiry as to why we play video games, and how they make us feel and what they make us feel.Įmpathy is when we share the thoughts and feelings of others when we see someone scared or upset that evokes the same emotional response in us. Over half of the gamers experienced fear during play and just over forty percent reported that they enjoyed this fear. Participants were asked questions about the games they played and how often, their perception of survival horror games, and how sound, image and presence influenced the fear they felt. They applied a method used to measure viewer perception of fear in film and television to survival horror games.
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Researchers Teresa Lynch and Nicole Martins from Indiana University published a study of fear response in 269 college students playing popular survival horror games such as Resident Evil, Left 4 Dead, the Dead Space and Silent Hill series, and the formidable Amnesia: The Dark Descent. Until now there had been no investigation into how the immersive nature of survival horror games frightens us, and how our individual traits can affect the degree to which they scare us. Freakish, monstrous characters programmed to challenge and destroy the player gratifies the fear-induced thrill-seeking that drives gamers to immerse themselves in such virtual worlds. Why play horror-themed videogames designed to shock and scare? As with horror films or novels, they provide a means to indulge in the pleasure of frightening ourselves.