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Research Paper
The Psychology of Fear and its application in
Survival/Horror Video Games
Phillip Welch 77177337
4 th May 2018
Introduction
“Do you want to see something really scary” (The Twilight Zone, 1983).
What images does the mind conjure up at hearing such a statement?
Whilst parallels exist between the horror movie spectator and video game player there
are two distinct differences. Viewers of the horror movie genre perceive the events from a
safe environment and observe the proceedings on screen, in a linear form. Unlike the horror
movie viewer, the video game player is immersed into a nonlinear world and has a direct link
to the proceedings unfolding on the screen. The player may have to make moral judgements
which could result in life or death decisions or even behave in a completely barbaric manor in
order to survive. The psychological effects of such a traumatic medium require further
exploration. By review of previous studies and analysis of the results of primary research
which consisted of an online survey. This report will endeavour to comprehend the
motivations and expectations of the horror game genre devotees. The report follows a logical
progression which leads to the reasoning behind the sound design of the latest survival/horror
video game titles. The conclusions derived from the results will enable the student to enhance
the sound design of future horror based video game projects.
The Psychology behind Fear
All mammals are equipped with adaptive instincts like fight or flight, these are
systems housed primarily in the brain stem (Panksepp 1998). Fear has a neurocircuitry that
passes from the amygdala through the hypothalamus to the periaqueductal gray (PAG), down
to the brain stem, and out through the spinal cord (Asma, 2014). The amygdala is the gland
that regulates fear. The amygdala controls the instinctive bodily reaction to an event. It
evolved such that when an event is encountered (be it real or perceived) the gland will react.
The hippocampus (The hippocampus deals with the formation of long-term memories and
spatial navigation (Mandal, 2017)) then makes an association as to the emotional state the
encounter previously elicited (Cantor 1998). From an evolutionary perspective, the emotion
of fear protected humans from predators and other threats to the survival of the species. An
individual’s response to such stimuli will vary, this is due to a combination of their
personality and learnt behaviour. When an emotion is triggered it has an impact on judgments
and choices (Lerner and Keltner, 2001). A study has been carried out on the judgments and
choices made by participants of differing personality traits. Those who were fearful,
consistently made judgments and choices that were relatively pessimistic and amplified their
perception of risk in a given situation. Those of a happy or angry persuasion were more likely
to disregard risk by making relatively optimistic judgments and choices (Sylvers, et al.,
2011). Awareness of a person’s emotions and considering how they might influence their
decision-making in a given situation is crucial in the design, and particularly the audio
component of a survival horror video game.
How Horror Movies use the psychology of fear
The question is, why would someone intentionally watch a horror movie or play a
horror based video game? People like watching and playing for different reasons and no
theory has been put forward that explains everyone’s motives and reasoning. One theory
dating back to Aristotle, is the notion of catharsis (i.e., that people watch violent and
frightening films as a way of purging negative emotions and/or as a way to relieve pent-up
aggression) (Lee, 2016). The main element of what makes things scary is ambiguity, i.e.
when a person is not completely able to interpret or understand something. Horror movie
killers usually have a deformed or hidden face, and movie monsters are just deformed
variations of humans or animals. This prevents the viewer from reading their facial
expression and thus the true nature of a person (Mind of Steel, 2018).
Though film is an audio-visual medium and the visual tends to play a more
emphasized role within cinema, this is certainly not the case in horror (Hayward, 2009). In
fact, it can be argued that sound plays an even greater role in the narrative than the visual, on
the basis that much of the killer’s movements are communicated through sound. Horror plays
on the audience’s fear of the unknown, and sound plays a huge role in this (Donelly, 2005).
Prof. Michael J. Epstein (2012), who leads Northeastern University Auditory
Modeling and Processing Lab, has researched human reactions to alarming sounds and film
scores. He identifies four main categories of music use in horror movies to evoke
physiological responses: dissonance and unnaturalness, chaos, or disorder; the dynamics of
loudness, speed, and pitch; uncertainty, expectations (silence during tense moments),
whispered voices, context disconnect and the startle reflex. Daniel Blumstein (2016) of the
University of California, claims that there are biologically ingrained reasons why sudden,
dissonant sounds and minor chords make us apprehensive. While studying yellow-belied
marmots in Colorado, he found that, when baby marmots scream, they cause “nonlinear
chaotic noise.” Horror movie scores make heavy use of this kind of sound, for example, in
the iconic dissonant sound in the 1975 Steven Spielberg film ‘Jaws’. When the shark starts to
attack people, the chords start slicing and create a feeling of chaos. In movie ‘The Shining’
(1980), sound designers used recordings of animal screams. Nonlinear sounds – a dissonant
chord, a child’s cry, a baby animal’s scream – trigger a biologically ingrained response,
making hearers think that their young are threatened. Epstein explains the application of this
natural reaction in film: “common musical intervals, changed slightly to create dissonance,
are immediately disconcerting. The more a film uses them, the more uncomfortable we are
(Epstein, 2012)”.
The final technique is the startle reflex. Many scenes in horror movies use the startle
reflex to make the audience jump. Therefore, even though the jump scare is a convention, and
most viewers already know that something creepy would happen after the silence, sudden,
loud sounds played after silence will make audiences jump over and over again (Horowitz
2012).
The Application of Audio in Survival/Horror Games
We can now see that people are slaves to the evolutionary inbuilt, physical and emotional
reactions which are elicited when the fear response is triggered. Unlike watching a horror
movie in a cinema which occurs in a linear format, playing a survival/horror video game
takes place in a non-linear environment. The player has a certain level of autonomy and the
decisions they make during gameplay will directly influence the way they perceive the
gaming experience.
From a game sound perspective, differentiation between design approaches is crucial
to sound design that intends to evoke a fearful response in the player. Psychological horror
dictates steady pacing and therefore slowly evolving, unnerving atmospheres. Action horror
requires shocks, graphic depictions of violence and against-the clock tension devices. This
points to significant differences in sound design, with the former approach more likely to
employ dissonance, uneven rhythmic structures and ambiences slow-building rises in pitch
and tempo, distorted and sharp equalisation, etc. In contrast, an action-horror theme would be
expected to require short attack bursts of sound, high contrast volume changes and
aggressively quick tempos. Whilst psychological horror deals in sounds that connote the
unknown or the uncanny, action horror sounds signify immediate, characterised danger and
disgusting imagery (Garner, 2013).
In working towards an understanding of what causes certain things to lie within a field
of what is frightening or uncanny, Freud (1919) made reference to an essay, “On the
Psychology of the Uncanny‟, by Jentsch (1906), which first initiated the subject of the
uncanny in contemporary thought. Freud (1919: 226) acknowledged Jentsch‟s argument that
the uncanny is a mental state instilled when one cannot distinguish between the living and the
dead or between what appears to be animate or inanimate: the feeling caused by waxwork
figures, ingeniously constructed dolls and automata. Freud describes an affinity between the
uncanny and a doppelganger. The replica of a human at first represents an assurance against
death. Trepidation then emerges as one realizes that the doppelganger actually represents the
inevitability of one’s death, a ghastly harbinger of death (1919: 235).
The fear potential of sounds in computer games has been examined by Grimshaw
(2008a), who proposes a conceptual framework of sound in First-Person Shooters and
includes a discussion of the semantics of alarms in such a context, and also discusses the
utilisation of uncanny sound in computer games (Grimshaw 2009). Ekman and Kajastila
(2009) conducted a small-scale study, the results of which suggest that making the
localization of sound (that is, the ability to perceive the location of the sound source) difficult
increases the fear factor. The structure of the survey and the number, gender and age group of
the participants has not been disclosed. There is however, considerable research on the
subject. French critic and composer Michel Chion, notes: “The use of diegetic sound in
survival horror games is virtually the same as that of diegetic sound in horror films. Sound
for which there is no identifiable on-screen visual source intensifies causal listening in taking
away the sense of sight (Chion, 1994 p.32)”.
In first-person shooters or horror games where the player operates in a hostile
environment the threat stimulus event is often associated with the unfamiliar, the unknown,
and the darkness. A good sound design will exploit these environments using ‘uncanny’
sound, which will substantially improve the immersive quality of the video game, as
‘uncanny’ sound is typically associated with negative emotions such as Plutchik‟s basic
feelings of terror, fear and apprehension (Plutchik 1980).
Atari's Haunted House in 1982, was one of the first specifically designed horror genre
games. The game used the technique of restricting the players view, this made the player
concentrate on the audio element. The sounds used were of dissonant uneven rhythmic
structures such as mentioned earlier. The psychological effect had the players fearing what
could be lurking in the dark, the fear of the unseen.
In 1996 ‘Resident Evil’ was released by Capcom games. This was the first time that a
video game was marketed under the term, ‘Survival horror’. Resident Evil's success led to the
release of a plethora of similar style games, all adopting many of the key elements present in
Resident Evil, in the hope of replicating its success. None were more successful than the
1999 title Silent Hill. Silent Hill employed the theme of a more relatable protagonist. The
story follows a father in search of his daughter in a mysterious town. Silent Hill expanded the
scope of the survival horror format, utilizing more psychological horror elements during the
trials faced by the father as he tries to find his lost child (Finnegan 2016). The work carried
out on these earlier games furnished future game developers and sound designers with
knowledge of what worked well and what did not work so well. Thus, the next generation of
survival horror game developers were able to evolve and improve their products.
The best example of fear inducing audio used in recent horror survival video games is
from Resident Evil 7 (Capcom 2017). This latest chapter of the resident evil franchise takes a
different approach to the previous games. The main theme being that of the horror aspect
(Hachisako 2017). The foundation of the music score is the violin tremolo strings not
dissimilar to their successful use in the Alien Isolation game. These were combined with
binaural sound effects and voice over sections which became part of the score. The voice
actors were told to make sounds as if they had plastic bags on their heads, also sound as if
they were drowning. The result fitted together with the atonal music score (D’Oliveira 2017).
The sound design used the experimental technique of musical composition using recorded
sounds as raw material. This generated original sound content. A lot of the sound design
concentrated on immersing the player into the horror scenario. Environmental ambience was
crucial in making the player feel they were actually inside the game world. Along with
natural sounds (wind etc.) scary sounds were added such that would be heard in an old house
resting, such as snapping of wood. Section of silence were added in order to make the player
lose their sense of time and thus dread what might happen next (Sonae 2017).
Analysis of primary research results
The questionnaire consisted of nine questions in total. The questions asked were:
1. What is your gender?
2. What is your age?
3. What is your favourite horror video game genre?
4. What do you find scarier?
5. What do you find the most disturbing in a human looking killer?
6. What didn't you like about playing a Horror Video Game?
7. Which is your Scariest Non-human Horror Video Game character and Why?
8. Which is your Favourite Horror Based Video Game and Why?
9. Which is your least Favourite Horror Based Video Game and Why?
The survey was completed on average, in 6 minutes. Results show that the horror genre video
games are played predominately by males, although there was not a vast discrepancy between
the genders. The chart result is shown in figure 1.
Figure 1: Result of question one, on Genders
The games were played mostly, by people in the age bracket of 18 – 24. There was an age
spread up to the 55 – 64 age bracket, but no one over the age of 65 played. The chart is
shown in figure 2.
Figure 2: Shows the Age range of Horror game players
The results from question three show that the most popular genre was Survival Horror,
favoured by almost half the participants. Psychological games came second, with just over
twenty percent. No one played any Jump Scare games. The results are shown in figure 3.
Figure 3: Results of Favoured Horror Game genres
ANSWER CHOICES– RESPONSES––SURVIVAL HORROR (ALIEN ISOLATION)
42.86%6
–FIRST PERSON SHOOTER HORROR (DOOM)
14.29%2
–THIRD PERSON SHOOTER HORROR (DEAD SPACE)
14.29%2
–JUMP SCARE HORROR (FIVE NIGHTS AT FREDDIE'S)
0.00%0
–PSYCHOLOGICAL HORROR (SILENT HILL)
21.43%3
–OTHER
7.14%1
TOTAL 14
The interesting result of question four revealed that 100 % of the participants found the idea
of something malevolent scarier than actually seeing it on the screen. This is shown in figure
4.
Figure 4: Shows 100 % Found the idea of Something is Scarier than Seeing it
Question five showed that 36 % of participants found that a killer who looked normal was the
most disturbing. This was closely followed by the killer being devoid of empathy, with 28 %.
This was closely followed by the killer being disfigured at 21 %. No one found a deranged
killer at all disturbing. The result chart is shown in figure 5.
Question six showed that most people disliked a Horror video game with a weak story line. A
bad ending and being too realistic came a joint second. The percentage results are shown in
figure 6.
Figure 5: Shows that most Participants found a Normal looking killer most Disturbing
Figure 6: Results of what the Participants didn't like about playing a Horror Video
Game.
Questions seven, eight and nine were all test box answers only. Question seven asked: Which
is your scariest non-human horror video game character and why? The answers given showed
that the majority of the participants found the Xenomorph from the Alien Isolation survival
ANSWER CHOICES– RESPONSES––WEAK STORY LINE
35.71%5
–TOO SCARY
7.14%1
–NOT SCARY ENOUGH
7.14%1
–BAD ENDING
14.29%2
–TOO REALISTIC
14.29%2
–NOT ENOUGH REALISM
7.14%1
–OTHER
14.29%2
TOTAL 14
horror game the scariest character. Some of the reasons given for this are shown below:
Alien from alien isolation was scary. This was aided by the not knowing where it was
and it then coming out of nowhere and chasing you!
The Xenomorph in the Alien, a soulless, merciless nonstop killing machine
The Xenomorph, No Empathy, No reasoning with it.
Question eight asked the participants: Which was their favourite horror based video game and
why? The results were a total spread of different game titles, these included games such as:
Dead Space
Until dawn
Amnesia, the dark decent
Outlast
Resident evil 7
Question nine enquired as to what was their least favourite horror based video game and
why? Again there was a considerable spread of games put forward. The jump scare game
‘Five Nights at Freddie’s’ was picked out a number of times. Reasons given for this were:
Five nights at Freddie’s wasn't scary at all. Predictable and was redeemed only by a
VR addition of the game
5 nights at Freddie’s. Too many jump scares.
Resident Evil 5 and 6 also came in for some criticism, with one reply stating:
Resident Evil 5 and 6 became too action oriented losing a lot of atmosphere the series
had combined with making your character too able to progress through the game (too much
ammo too much abilities/movement control. Siren, Fatal Frame and dead space series (not
dead space 3) are what I would consider the perfect horror games action/atmosphere/and
enemy design, looks, sound and movement. These games would not work half as well if they
had less effort put into the world and sound design.
Discussion of results and conclusions.
The response of the questionnaire participants to the question of what is more frightening was
of the most significance. As 100 % chose the idea of something (An Unseen Malevolence) as
opposed to the appearance of the monster, killer or whatever the physical manifestation of the
malevolent entity which is inducing the fear factor into the game player may be. This
reinforces the research into the inbuilt human evolutionary responses to a threat situation. The
magnitude of the threat is amplified by the fact that the cause of the threat is unknown. The
mind is given carte blanche to imagine an infinite number of horrendous aberrations waiting
in the dark, as not knowing what may be lurking there was potentially fatal to the survival of
a caveman. The amygdala will react and (as Cantor stated) the hippocampus will make an
association with past events which in this scenario (given the questionnaire results) will be
extremely negative.
The results from question five raised some interesting points, as the majority of the
questionnaire participants found the most disturbing trait of a human looking killer to be that
they looked like a normal person. This possibly reflects Freud’s theory of the affinity
between the uncanny and a doppelganger. It may also be due to the fact that the game player
cannot predict the future actions of the killer due to the normality of their countenance. As
pointed out in the ‘Man of Steel’ (2018) article, reading facial expressions is an important
survival tool, as it exposes the true nature of a person. When the game player concludes that
the facial expressions of the protagonist do not reveal their true intent (looking at the
questionnaire results) the player will become somewhat unnerved. The killer being disfigured
was only third on the list. This conflicts with the theory proposed by Plutchik, that the biggest
threat stimulus is associated with the unfamiliar and the unknown. This may be due to the
fact that today’s game players have become desensitized through years of viewing monster
based movies and television shows.
Having explored the relationships between sound and image that appear to influence
perceptions of uncanniness, it could be concluded that in order to engender fear and
apprehension in a horror computer game, it would be simply a matter of incorporating these
techniques into the sound design. The problem with computer game sound design is that
sound samples do not significantly change across multiple re-playing of a game and thus
what might once have been unfamiliar and uncanny, becomes familiar and mundane. The
game player becomes accustomed to the sounds and their use within the game world and thus
the fear factor is diminished (Grinshaw, 2009). This flaw is however getting increasing
reduced as the game design gets ever more sophisticated and the audio memory budget
allowance for the sound design is increased.
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