ISBN-13: 9783836427371 / Angielski / Miękka / 2007 / 84 str.
Over the past decades, the horror genre has depicted terror coming from varioussources. Even a video game console can serve as a potential source ofantagonism. Video games allow players the opportunity to essentially becomeanother person in another world. As this technology continues to improve,the line between reality and fiction continues to blur. The first part ofthis work looks at horror films from 1990-1999 that focus on video game representation.These are storylines that only portray video game technologyas the villain as opposed to a beneficial asset to society. The second part ofthis thesis will focus on films from 2002-2005, all of which are video gameadaptations. There is a distinct shift in the content of video game horrorfilms at the start of the new millennium where video game technology is nolonger portrayed as an antagonist, but as legitimate source material. Thisbook is addressed to professionals in the academic circle of film studies ordigital games theory. However, it is also written with every horror fan inmind who wishes to take a trip down memory lane.