Monstrosities made in the interface: the ideological ramifications of ‘playing’ with our demons

Abstract

Using procedural rhetoric to critique the role of the monster in survival horror video games, this dissertation will discuss the potential for such monsters to embody ideological antagonism in the ‘game’ world which is symptomatic of the desire to simulate the ideological antagonism existing in the ‘real’ world. Survival video games explore ideology by offering a space in which to fantasise about society's fears and desires in which the sum of all fears and object of greatest desire (the monster) is so terrifying as it embodies everything 'other' than acceptable, enculturated social and political behaviour. Video games rely on ideology to create believable game worlds as well as simulate believable behaviours, and in the case of survival horror video games, to simulate fear. This dissertation will critique how the games Alien:Isolation, Until Dawn, and The Walking Dead Season 1 construct and themselves critique representations of the ‘real’ world, specifically the way these games position the player to see the monster as an embodiment of everything wrong and evil in life - everything 'other' than an ideal, peaceful existence, and challenge the player to recognise that the very actions required to combat or survive this force potentially serve as both extensions of existing cultural ideology and harbingers of ideological resistance across two worlds – the ‘real’ and the ‘game’

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