Aidan Leuszler
Biographic Data
| ID | 125703 |
|---|---|
| NAME | Aidan Leuszler |
| GIVEN NAMES | Aidan |
| FAMILY NAME | Leuszler |
| SIGNATURE | LEUSZLER A |
| AFFILIATIONS | University of the Fraser Valley |
| VERIFIED | No |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Horror Video Games and the “Active-Passive” Debate
In Perron’s edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror compared between an ostensibly passive cinema reception (from whence the games take most of their conventions) and the ostensibly more active reception of ludological horror. As the argument goes, ludic activity creates…
The Doors of Perception
With the ‘perfect marriage’ between horror and video games has come a concomitant cultural studies discourse surrounding these games. Previously, while Carol Clover insisted that identification through the perspectival screen is poorly understood, she seminally argued that slasher horror in particular allows for more progressive gender identifications. More broadly, and somewhat conversely, Carly Kocurek observes the most reactionary effects of t…
No prominent works on this page.
The Doors of Perception
With the ‘perfect marriage’ between horror and video games has come a concomitant cultural studies discourse surrounding these games. Previously, while Carol Clover insisted that identification through the perspectival screen is poorly understood, she seminally argued that slasher horror in particular allows for more progressive gender identifications. More broadly, and somewhat conversely, Carly Kocurek observes the most reactionary effects of t…
Horror Video Games and the “Active-Passive” Debate
In Perron’s edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror compared between an ostensibly passive cinema reception (from whence the games take most of their conventions) and the ostensibly more active reception of ludological horror. As the argument goes, ludic activity creates…
Aesthetics (2 works) · Art (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Epistemology (2 works) · Media Influence and Health (2 works) · Multimedia (2 works) · Philosophy (2 works) · Sociology (2 works) · Video game (2 works)