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The days end quickly and the nights pass with the sound of rain, the whisper of the storm and with the cold. In a normal life, autumn evenings are the best time to watch series and experience video games. But in times when we spend cold evenings, experiencing fear has a different feeling, and this is where horror works can use the space around us, against us. Although it is us who choose what effect to experience, but as someone who is a fan of horror games, experiencing these games in rainy and cold weather has a different feeling and is very attractive. But if we leave aside the factor of space and life, many audiences of cinema, television programs and video games are fascinated by horror works. Horror movies are unpredictable and maybe this is one of the reasons for their popularity. But horror games are superior to other art forms due to the interaction that the audience creates with the work. When experiencing games, the feeling of tension, shivering, rapid heartbeat and even cold hands are more tangible. But is just experiencing these feelings the reason we love horror games? no Unfortunately, many of these feelings can be experienced at other times during life, which we are not strangers to. But being interested in horror games has deeper dimensions and using some psychological formulas forces the player to experience horror games. In this article, we are going to examine the reason for the popularity of horror games and see what motivates players to experience this painful yet enjoyable and fun feeling. Stay with Vijayato. The common sense of horror games and roller coasters! Emotions are the most important factor of this interest. Yes, as we mentioned in the introduction, a person’s emotions can increase a person’s interest in horror games and works. But what exactly does fear represent? In the 2000s, the popularity of slasher films and thriller titles increased dramatically, and works like Scream were released as horror films. But the purpose of horror works is not only to show exciting moments, action conflicts and disgusting scenes to the viewer. Horror works seek to show something beyond the human mind. Something that cannot be understood by the audience and seems to be a strange object or subject. The elements that the Greek goddess of horror, Frick (Phrike: which is also known as Freak in Latin and gives a strange meaning) also had them. Scary works seek to create physiological effects such as shaking, jumping (Jump Scare), closing eyes to avoid fear when an accident occurs, and generally creating a feeling of stress and anxiety in the audience. These feelings are much heavier in games. Can you avert your eyes when Jack Baker is looking for you in Resident Evil 7? It’s a difficult task, and worse, maybe Jack Baker will find you more easily. In these moments, the player’s breath is trapped in his chest; It seems that it is really located in the Bakers’ mansion. According to psychological studies conducted in the past few years, players who experienced PT had a higher heart rate and were more in the peak of the fear phase than spectators. But a big part of horror games boils down to anticipation and tension. Like the game Aliens Isolation, where the player knows that he is safe, but he is waiting for the arrival of the alien, and the tension is always alive in the player’s mind. Alien Isolation is one of the best horror games of the last decade. This may seem dangerous, but it is not. We should enter a little bit into the space of biology and human biology. When we experience horror games, we are afraid of one thing in particular. This activates the jump-and-run reaction in our mind and the body gets ready to receive high adrenaline and other factors. But horror games basically involve us in a fantasy terror. Our brain evaluates the surrounding environment and realizes that it is not involved in immediate and real danger. There is a saying in horror games that these works are a small roller coaster in the living room. So that you can experience a wide range of emotions such as anticipation and tension, and suddenly you get a strong adrenaline rush. While nothing happened in your surroundings and your room is as warm as before. According to recently published studies, participants experienced significant fear while watching horror movies (especially those about haunted houses) while also claiming that the fear was highly enjoyable and entertaining. A point that was clearly visible even in their heart rate tape and was very similar to the experience of a roller coaster. The similarities between the roller coaster experience and video games don’t end there. In a questionnaire taken from roller coaster volunteers, these people stated that they were looking for new sensations. A term that is known as Sensation Seek in English and here it means passion. Psychologist Marvin Zukermann has done a lot of analysis on sensation seeking. He argues that we may seek elements of horror for reasons such as a sense of exploration, adventure, or to experience a completely new and different sensation. Therefore, experiencing the feeling of fear in the form of video games can remove the feeling of fatigue from our bodies and prepare our minds for an exciting new adventure. Experiencing a new sensation can be a strong reason for the audience’s interest in horror games. Players can’t hunt each other forever in limited maps and eventually they need something different and horror games are a good option for that different feeling. The safe room effect If you have played Resident Evil, maybe logically, many elements of the game don’t seem right or rather realistic. How Mr.X and Nemesis, both going through the wall and pulverizing it, can’t get into the safe rooms of a building. However, we have to consider that a title like Resident Evil is really a fun game; A work for entertainment and passing time and experiencing a new feeling. So, for such purposes, following the logic is not a necessary action. Maybe we should take it easy and enjoy the feeling of being safe in the safe room of the insecure police building. Although just reaching the safe room will be very exciting. In the corridor where dozens of zombies are hungry for your little life and Mr. X has heard your footsteps from behind, getting to the safe room is more important than anything else. In the safe room you store everything you find in this building so that you can carry your small bag with more suitable items. While the sound of Mr. X’s footsteps and the whisper of Nemesis Star Guyan (STARS) have not stopped, the soft sound of the piano conveys a bit of peace to the player. A sweet melody that has a strange contrast with the tense atmosphere outside the room. This seemingly simple melody conveys a sense of security to the room. The player knows that there will be no fistfights from the cruel tyrants and that his health bar will not change for minutes. The safe room takes the player who is under intense tension into a safe space. The player’s sweaty hands get a chance to return to normal. The release of dopamine in the player’s body puts the muscles in a relaxed state and the muscles are relaxed. We can even say that the safe room effect is something that we have experienced in many moments of our lives. For example, let’s think about the moments we have before a big exam or presentation of a seminar in the university or schools. In those moments, we endure a lot of pressure and this pressure is mostly due to many thoughts and fantasies. But when the test or presentation is over, our body and mind will reach relative peace. Something like what happens in the safe room. The pressure of thought and imagination is removed from the mind and the body is in a normal state. Of course, in horror games, only this feeling is experienced and you know that whatever happens, you will be safe. In general, the logic of this event led to the theory called The Cycle of Tension and Relief. This theory, proposed by Zillman, argues that the tool of horror is effective in creating a sense of uneasiness and fear in the audience, and solutions to fear increase positive feelings of relief for the audience. That is, the feeling of relaxation that you experience after a tension has a greater effect than the feeling of relaxation in a normal situation. Fear of the fog. It is impossible to talk about fear and terror without mentioning Silent Hill. Silent Hill is the most prominent psychological work in the world of video games. The fear that Silent Hill 2 uses is different from its counterparts. In general, the Silent Hill series deals with issues that we may be dealing with in the real world. Only the format of the supernatural world of Silent Hill makes the border of reality and game separate from each other. In general, Silent Hill keeps the player waiting for fear, and this waiting is designed with fog. Seeing the fog, the player knows that he should be afraid of something, but he has no idea of ​​the fear ahead. Are the walking dead waiting or supernatural beings? You have to take a step and see for yourself; Whatever is behind the fog is waiting for you. Maybe the worlds of Resident Evil and Last of Ace are dead and full of zombies, but titles like Silent Hill also have a complicated story. For example, Silent Hill 2 is about the consequences of one man’s wrong thinking. In general, the story of the Silent Hill series is about consequences, trauma and psychological breakdowns. For example, the PT demo, which is again part of the Silent Hill series, doesn’t tell the audience what to be afraid of. The player who wandered in the ring of corridors hears a voice, sees a soul and heard a painful story; What should you be afraid of in this situation? When in one of the loops the player has to call out a name and break the fourth wall, everything looks scary. These are emotions that can only be achieved in interactive entertainment. Of course, some innovations have been seen recently in some movies that try to involve the audience in the story, but again, in games, the audience controls everything. Of course, the design of the environment is not unaffected. For example, in the game The Last of Us, if we compare the moments with each other, we will not find a scarier moment than Joel falling from the elevator. Where there is no light, Joel is separated from Eli and the sound of clickers (Clickers) takes over the environment and Joel has to start the electrical system. The design of this stage is amazing and experiencing it several times will not affect the level of fear of the audience. So that maybe experiencing the Rat King boss fight again in the second version is not as scary as the first time. A point that shows us the importance of level design. The Pittsburgh Hotel stage after Joel falls from the elevator is one of the scariest stages in The Last of Us. In general, according to health website reviews, audiences like horror movies for six reasons. First of all, the emotion that arises is different. In a situation where you are panicking, you also have the peace of mind that you are in a safe place and your mind has analyzed this. Another reason is that you usually expect the worst, which may help you in life. On the other hand, panic will reduce your fear and you will be prepared for the events. On the other hand, when you put yourself in the situation of the game, you can analyze your decisions in critical moments or try what decisions the dark part of your character makes. Finally, as the audience of horror works, you are not a victim and you analyze issues from a survival point of view. Of course, we should not forget that there is a large part of people who are averse to excitement. According to psychological studies, these people only want to feel relaxed and experience excitement in other ways. The idea of ​​fear and tension and of course injuries can have a significant impact on the behavior of this group and for this reason they avoid seeing and experiencing these feelings. A subject that is similar to the idea of ​​a phobia. Of course, at this point, the realism of games is also discussed. Now that the graphics engines are rendering strangely realistic environments, horror images have become more realistic than ever. For me, as someone who likes horror games, seeing the deaths in The Callisto Protocol was really beyond my imagination and tolerance. It’s not just because of their design, but the games are more realistic than ever. Finally, experiencing horror games gives a pleasant and exciting feeling to the audience. The most important factor that attracts players to these games is the experience of fear in a completely safe environment. An environment where even your family members or friends can join you and experience the sense of fun fear together and create a healthy recreation. What is the purpose of experiencing psychological horror games? Psychological horror games are made with the aim of scaring the player from atmosphere and atmosphere instead of monsters and zombies. What are the benefits of horror games? Horror games can help the audience to make themselves stronger for real world problems by creating stress. Studies by a number of university professors show that people usually find more courage to face their problems after visiting horror houses. Can horror games be harmful? Horror games can intensify a lot of anxiety and stress in the audience. Therefore, audiences who have heart problems and experience irregular heartbeats during fear should definitely take this issue seriously.

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