The Intriguing World of Fear in Fiction: Why Video Games Are Scary

The Intriguing World of Fear in Fiction: Why Video Games Are Scary

Introduction

Video games are often dismissed as simple entertainment, detached from the real world's dangers. However, this perspective fails to capture the intricate nature of how fiction, especially video games, can evoke fear and a sense of threat. This article explores the psychology behind why we find video games scary, even when we know they are not real, and why this capability is crucial for engaging and compelling storytelling.

Understanding the Neuroscience of Fear in Fiction

Video games, like any form of fiction, can tap into the primal parts of our brain responsible for fear and stress. Our response to danger or threat is mediated by a complex interplay of emotional and rational brain regions. When we encounter something scary in a game, our brain releases adrenaline, causing a physical reaction like increased heart rate and heightened alertness. This physiological response is similar to the type triggered by real-life dangers, even though the source is fictional. This phenomenon is not unlike the reaction experienced in horror films or psychological novels, where the threat may be imaginary but the emotions are genuine.

The Power of Atmosphere and Immersion

A prime example of how video games can create an immersive and terrifying experience is found in titles like Bloodlines, an early game from the Dark Medieval series. Set in a haunted hotel, the tension and suspense it builds make it a quintessential example of horror in gaming. Playing this game alone, perhaps in the dark, can amplify the fear-inducing elements. In Bloodlines, the atmosphere, jump scares, and the presence of an unseen terror work in harmony to provoke a genuine emotional response. This is where the skill of the game developers and designers truly shines, as they create a setting that effectively utilizes our imaginations to fill in the gaps and create a more chilling experience.

The Role of Suspension of Disbelief

"Evolving beyond the mere dismissal of video games as mere entertainment, the concept of suspension of disbelief becomes paramount. This mental process allows us to accept fictional scenarios as real for the duration of our engagement with the story. In the book Children of Ruin, for example, the author's portrayal of an infectious agent with horrifying transmission methods triggers a visceral reaction in readers, even though it is not based on reality. Similarly, in role-playing games like Dungeons Dragons, players can become so engrossed that the consequences of fictional deaths feel as real as any other challenge in life. This ability to feel the stakes, no matter how fictional, is crucial for maintaining engagement and emotional investment in a story.

Enhancing Realism Through Emotion and Stakes

One of the key reasons why video games can be so fear-inducing is the ability of these games to create levels of danger that feel increasingly real. In a game, players can imbue their characters with qualities that make them feel personally invested. For instance, in a Dungeon Dragons campaign, losing a character due to a unforeseen mishap can evoke a stronger emotional response than losing a character in a book. Knowing the stakes and the consequences of failure adds depth to the player's experience, making the game significantly more immersive and impactful.

Conclusion

The fear and intimidation elicited by video games, despite being based on fiction, demonstrates the power of immersive storytelling and emotional engagement. The interplay of atmosphere, suspension of disbelief, and the emotional stakes created by developers is what sets video games apart and makes them a uniquely powerful medium for evoking fear and terror. This ability to tap into primal fears and emotions is what makes video games not just a form of entertainment, but a tool for psychological exploration and emotional resonance.