- Last 7 days
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drive.google.com drive.google.com
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while it is true that loneliness can be combatted with the company of others, it can require some action on the lonely's half
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the earlier screen thing is definitely a concern
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a huge culprit that is only briefly touched on is the pandemic, mainly children that grew up during that period. growing up in an era that doesn't allow large amounts of human interaction has intense effects on children
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so this kinda a pro human connection piece? cool. the loneliness example is strange simply because something like that is hard to measure.
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the rest of the comments are for Rose Hinds
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such a topic is very important to dive deep. Its scary to think that many of my female friends may receive worse care than I would.
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what would be the best steps that could be taken to reform our current medical systems?
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research that is focused solely on male physicality is dangerous in more way than one :(
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I can see how a gender gap could be a huge problem in the medical world, Even my girlfriend suffered from this mistake.
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- Nov 2024
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humapub.com humapub.com
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Physical violence: The horror movies which are fully evaporated with fighting are a majorcause of physical violence.2. Emotional damage: Horror movies, according to the findings of the researcher, have theelements of emotional disturbance children watching such movies can be emotionally sick.3. Psychological damage: Watching horror movies damages the psychological health ofyoung people. They become victims of different behavioral and psychological disorders.
this is ridiculous. this study shows horrible data and overdramatizes almost every aspect.
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Favorite type of Movie
show me the P values for all of this data
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Horror movies can produce nightmare in children. Youshould protect your kids by watching scary films; there is not only one reason of harm but many.
yea no shit obviously you shouldn't force your 10 year old to watch a disturbing movie but its just a movie, if they do end up watching something they aren't gonna be fucking traumatized.
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serious case ofanxiety in teens and even pre-teens
be so serious rn.
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being observed among youththese days. That is why the researcher selected this topic for study.
this paper is frankly silly and dramatic.
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Irem Sultana * Arshad Ali † Ifra Iftikhar
this doc is from Pakistan, where horror is decently opposed to everyone.
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Just one year after presenting the first movie to the world in 1895. A French made a horrormovie in 1896.it was short and sweet, not scary. After that, America followed this trend and mademovies. After the First World War, German-made Horror movies with a cheap budget, betterstory and more creativity, strong social impact. Horror movies had to focus on style in 1920. Morerealistic monsters with a bigger budget and fancier sets and many characters were introduced in1930. After the Atom bomb trend of horror movies was changed into fighting. Earlier horrormovies were black and white and without any special effect. After that, a disturbing image wasadded in horror movies. After watching these horror movies, some people institutionalized inpsychiatric wards.
horror was a bit taboo for a while but I think this is a bit much. it's obvious that children shouldn't be watching disturbing horror movies, but to physically lock someone away simply because they found something disturbing is absolutely absurd
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Human minds are very strong, and it tends to remember each and everything if watched withinterest. And movies are mostly watched with great interest, so they affect human minds, andsometimes we do feel that we are related to some character and do play it at least for the day wehave watched the movie. (Veena Sharma 2012)
so this article is made to showcase the negative effects of horror? I probably won't use this.
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t is observedthat watching Horror Movies cause long-lasting effects on young kids like nervousness, escapism,fascination, Nightmares
well yea it is meant to tap into the deep primal fears?
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docdrop.org docdrop.orgUntitled13
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Not everybody enjoys horror fiction, however, and apreference for seeking out scary entertainment appears to begreater in adolescence, the period where especially boys areprone to risk-taking “show-off” behavior (cf. Kruger andNesse). That, at least, would go some way toward explain-ing social horror rituals like cinema screenings.
ofc horror isnt for everyone, but its pretty fun for those who do.
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Consider the Kali-monster in Dan Simmons’ Songof Kali, which “crouched on six limbs like some huge andhairless spider,’ and whose impossibly long tongue slidesout “like a questing serpent” (202). And in Blatty’s TheExorcist, possessed Regan descends a staircase: “Gliding spi-derlike, rapidly, close behind [her mother], her body archedbackward in a bow with her head almost touching herfeet ... her tongue flicking quickly in and out of her mouthwhile she hissed sibilantly like a serpent”
like I said, the unnatural is what scares humanity the most.
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ambiguous, as it is, for example, isShirley Jackson’s The Haunting of Hill House, when it is notwitnessed at all, as in The Blair Witch Project, or when somesort of supernatural, homicidal agency is just intimated, asin the Final Destination series. The monster is of coursethreatening but also “impure” (Carroll, Philosophy 42-43).Very often it is disgusting as well as frightening.
monsters come in all shapes in sizes, I should add a section addressing this in my senior paper.
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car-phobia is virtually nonexistent.
fear comes from the unnatural and the irrational, something as normalized as cars is less scary for that reason
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Fear is a human universal, one of the basic emotions, uni-versally recognizable in facial expression; and it has a distinctphysiological signature.
fear is also a survival instinct. Maybe that is part of why horror is so effective?
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Freudian horror study claims a mostly unwarrantedcrypto-sexual, perverse dimension to the genre. For example,Elaine Showalter reads Stevenson’s Dr. Jekyll and Mr. Hydeas a “fable of fin-de-siécle homosexual panic, the discoveryand resistance of the homosexual self” (107). This, surely, isa historicist-psychosexual reading gone utterly berserk. Toanyone but a high-strung Freudian critic, would the factthat Hyde travels in “chocolate-brown fog” be “suggestiveof anality and anal intercourse”
I'm sorry, what?? this is ridiculous, there is no reason to look so deeply into every aspect of media.
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he claimed that horror “hasalways existed, and always will exist”
damn Lovecraft made a lot of solid points, its hard to argue
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not only inadequate but also false, simplybecause orthodox psychoanalytical theory has not been borneout by scientific investigation.
I agree 1000%, while deep dives into our media can be helpful it can also end with misinterpretations that ultimately ruin the story told.
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the horror-tale is as old as humanthought and speech themselves.”
oh I'm gonna quote that in my paper.
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Horror is not, exactly, a social or cultural construc-tion, but rather a predictable product of an evolved humannature. Horror is what happens when Homo sapiens meetsthe world; it is a “‘natural” genre, not the chance product ofan unusual mind or a specific set of cultural circumstances.
is humanity against something as uncontrollable as the world not the story told in almost all horror movies?
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Even as horror is not defined according to contentbut rather affectively (in terms of intended audience reac-tion), a limited stock of situations and characters makesup most horror stories. As the historian David J. Skal hasobserved, “very little about the underlying structure of hor-ror images really changes, though our cultural uses for themare... shape-changing”
makes sense, almost all the best horror movies of our time share very little context and story connections but are famous simply because they introduce the concept of horror so well.
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unveiling the culturalor subconscious fears and anxieties which have metamor-phosed into monsters. A purely constructivist account ofhorror fiction cannot explain why horror fiction generallytravels well in space—why Western teenagers are scared wit-less by Japanese and Korean horror movies, for instance.
those who enjoy horror can enjoy it from most parts of the world; many Korean horror movies like parasite even won awards in America simply because of how well the format travels.
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vast hordes ofpeople read books and go to movies designed specifically tocreate simulations of such experiences. Why? Most theoristsof film and literature have tried to answer this question byappealing to Freudian psychoanalysis, cultural contexts, orboth. They have on the whole invoked obsolete models ofthe human mind and neglected evolutionary findings onhuman nature.
I've found some tremendous sources that showcase exactly this, a source that showcases a tremendous amount of evolutionary data to try and prove the attractiveness of horror. that being said, I've also seen a lot of sources that point to a more psychological direction and I kind of agree with that angle a little bit more
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hugoribeiro.com.br hugoribeiro.com.br
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recent ex-perience of the collapse of the conceptual fixi-ties, or more aptly, the presuppositionsof PaxAmericana. In this respect, the currentascen-dancy of the genre of horrormay be the masspopular expression of the same anxiety con-cerning criteriathat preoccupies the more eso-teric forms of postmodernism
this aged very well, horror developed pretty much exactly how they thought it would.
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outside culturalcategories and is, perforce, unknown.(4) Finally, we began by noting that we arein the midst of a period in which art-horrorisone of the major avenues of mass aestheticstimulation.Thus, it would be interestingif ourtheory of art-horrorcould contribute to ourunderstandingof why at presentthe fascinationwith horroris so unquenchabl
growing normilazed to types of horror leaves us wanter more strategies.
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our dependence on thoughts appearsmore pal-atable than the postulationof pretendemotionsor audience beliefs in vampires.
once again I disagree with this, while the horror felt is often not dangerous the thoughts of the horror might be and cause horror.
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We are not really horrified,for we know Dracula is nonexistent, but wepretendto be horrified.
I would argue it's less of pretending and more of us putting ourselves in the shoes of the protagonist.
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Douglas's observations, then, may helpdispell some of the fuzziness of the impurityclause of our definition of art-horror.They canbe used to supply paradigmaticexamples forour applicationof the impurityclause as well asa roughguiding principlefor isolating impurity,viz., that of categorical transgressio
horror comes from the unnatural and impure
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are not classifiableaccordingto our standardcategorie
I actually heavily agree with this. A 'monster' is something unnatural that goes against our common order, but still exists in our world; this is the source of horror.
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Undoubtedly, the use of "impure" in ourdefinition will strike some as too vague. Butperhapswe can relieve some of those anxietiesconcerning vagueness by saying somethingabout the kinds of objects that standardlygiverise to, or cause, reactions of impurity
I know what it means but I'm probably gonna add "reactions of impurity" to my lexicon, that's a good term
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My muscles going limpcould be associatedwith many emotional states;what makes my emotional state fear in this caseare my beliefs. That is, cognitive states differ-entiate one emotion from anotherthough for astate to be an emotional one there must also besome kind of physical agitation that has beenengenderedby the presiding cognitive state
reactions like this can be really good for my movie as well
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specific emotionalstate one is in is not determinedby the kinds ofphysical agitationsone is suffering
cause my audience to feel empathy for my character by creating emotional depth
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Just before the monsterisvisualized to the audience, we often see thecharacter shudder in disbelief, responding tothis violation of nature. Their faces contort.They freeze in a moment of recoil, transfixed,sometimes paralyzed. They start. Their handsare drawn toward their bodies in an act ofprotection but also of revulsion and disgus
good idea fore my film
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That the audience's emotional response ismodeled on that of charactersprovides us witha useful methodological advantagein analyzingthe emotion of art-horror.It suggests a way inwhich we can formulate an objective, as op-posed to an introspective, picture of the emo-tion of horro
the emotion behind horror are shaped on what the character offers in depth of response
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A creaturelike Chewbacca in thespace opera Star Wars is just one of the guys,though a creature made up in the same wolfoutfit, in a film like The Howling, would beregardedwith utterrevulsion by the humans inthat film. In examples of horror, it wouldappear that the monster is an extraordinarycharacter in our ordinary world, whereas infairy tales and the like the monster is anordinarycharacterin an extraordinaryworld
holy shit this is really cool I love how this is worded
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But the genres thatare named by the very affect they are designedto provoke suggest a very tantalizing strategythroughwhich to pursue their analysis
we do tend to name genres this way, comedies immediately come to mind
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refer to theproduct of a genre that crystallized roughlyaround the time of the publication of MaryShelley's Frankensteinand that has continued,often cyclically, to persist through the novelsand plays of the nineteenth century and theliteratureand films of the twentieth
Frankenstein is actually really interesting, the author wrote the book based off her experience with her neglectful father. more on the point of the article, the trend of growth in horror fiction has been mentioned in many of my previous sources.
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art-horror.It is differ-ent from the sort of horror one expresses insaying "I am horrified by the prospect ofecological disaster" or "Terrorist acts arehorrifying." Call the latter usage of "horror"natural horror.
this adds some words to my lexicon!
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spawningvampires, trolls, gremlins, zombies, were-wolves, demonically possessed children, spacemonstersof all sizes, ghosts, and other unname-able concoctions at a pace thathas made the lastdecade or so seem like one long Halloweennight.
the last one mentioned, "unnamable concoctions", have gained serious traction in the most recent years. look at a movie like the lighthouse; the horror of that movie doesn't come from a monster but rather insanity.
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horror has flourished as amajor source of mass aesthetic stimulation.Horrornovels seem available in virtuallyeverysupermarketand pharmacy, and new titles ap-pearwith unnervingrapidity
now that I think about it, horror did have a pretty explosive start. Its become more normalized now, but as my other articles mention this isn't how it's always been.
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citeseerx.ist.psu.edu citeseerx.ist.psu.edu
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Of course, why any particular individual enjoys feeling fear, and anotherdoesn't, or why some horror films are enjoyable and others not, is an interest-ing and no doubt complex matter. But it is the proper subject of empirical,psychological investigation and it would be unproductive to engage in arm-chair speculation about why this is so. What I have shown here is that thisempirical investigation is possible. For I have argued that there is no a priori,conceptual problem about the enjoyment of negative emotions in real life, orin fiction. There is no paradox of horror
I agree, horror does not need to be enjoyed but it's not really a paradox. if anything I would argue that its dangerous to categorize all negative emotions as bad; we experience the most
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The paradox seems to arise only becausewe construe the negativity in terms of these emotions being intrinsicallyunpleasant, whereas we should really construe their negativity in terms of thefact that the emotions essentially incorporate negative evaluation
negative emotions aren't really negative; Moreso they are an expression of your thoughts.
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This itself might seem a paradoxical result, but it is not. It is, in fact, aperfectly familiar result of holistic theories about the mental. The position Idefend here does not assume, or entail, the truth of functionalism. But likefunctionalism it is a holistic view, and functionalists similarly define mentalstates by means of a 'typically' operator, in order to respect the holism of themental.
my psychology class last year actually talked about this, where negative emotions can be enjoyed by being exposed to a dark concept while in a safe mental state.
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The latter are helped by the fact that they know the film is fictionaland that neither they nor the actors depicted are in real danger.
minimizing the situation, without dismissing the subject.
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So the evaluative theory of the emotions is not susceptible to the counter-example based on the unintelligibility of the tribal people who feel sorrow,yet find the emotion pleasant. For, we can note that the emotion concernedis not typically unpleasant for them, and therefore is not sorrow. But havewe not now reproduced the paradox of horror, by showing that one cannotfeel fear, and hence evaluate something as threatening, without experiencingthe emotion as unpleasant?
I feel like this is actually a solution to the paradox of horror. simply put, we all enjoy different things and even in different ways; I see no reason why enjoying horror would be impossible.
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find the idea of the desiredthing pleasa.nt, makes the connection too strong, for one may, for instance,do one's duty without enjoyment.
I this very strong idea but not perfect. sometimes pieces of media that have bad characters making bad decisions can be enjoyable because you grow to like the actual character.
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having a motivatingreason (a desire, in the broad sense in which philosophers use that term)and finding something pleasant. Hedonists try to capture this connection byclaiming that the only thing desired for its own sake is pleasure
I definitely need to broaden my character's motivation in my movie, I think looking for the purpose of life is good but not great.
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Internalists about evaluation hold that there is a necessary connectionbetween judging a situation to be good and having a motivating reason tobring it about (the reason need be only prima facie, and so may be overridenby other, conflicting reasons).
strong emotional feelings need to be tied to strong emotional situations, or else everything falls flat of enjoyment.
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But he does not see in his book that the 'abnormal,physically felt agitation' (p. 27), which he requires for fear to be present, neednot be an intrinsically unpleasant state, for the negativity of the emotion canbe explained in terms of the object of the emotion being negatively evaluated,rather than the emotion itself being unpleasant. Indeed, Carroll himself arguesthat what the agitation feels like can vary massively from person to personand from time to time in one person, so it is doubly puzzling why he assumesthat the agitation must be experienced as unpleasant
A classic case of art being interpreted in many different ways, horror isn't for everyone after all!!!
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nothing paradoxical about the enjoyment of negative emotions,for it is only required that one disvalue the objects of these emotio
basically you must forgo the intensity of a topic in order to feel negative emotions positively? I actually disagree, some of my favorite movies of all time make me feel very deeply about the subject matter.
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Now, if the emotions are to beindividuated by the evaluations, then the difference between 'positive' and.'negative' emotions must consist in the difference between the evaluativethoughts
how we view negative and positive emotions comes from evaluating our thoughts.
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we can dissolve the paradox bydisputing Hume's analysis of the emotions. In fact, as I will now argue, thecorrect view of the emotions entails that negative emotions are such, not inrespect of unpleasant feelings, nor even in respect of the unpleasantness oftheir objects, but, rather, in respect of the negative evaluative thoughts theyincorporate
therefore, the contents of horror can be enjoyed because the subject matter is handled in a safe and comfortable way, allowing us to feel negative emotions in a controlled environment.
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This move would allow us to counter the objection I raised about thedispositionality of the unpleasant. Hence we could allow that when peopleare enjoying negative emotions it is not because they regard the objects of theemotions as unpleasant, even though they enjoy the emotions, but becausethey regard the objects of the emotions as undesirable, and to believe thatsomething is undesirable, is not ipso facto to find it unpleasan
many things are socialized negatively?
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Neilltries to counter his objection in a footnote by claiming that the unpleasantnessmay be in the situation itself rather than in the feelings I have towards theobject. He gives the example of pity, which is an emotion directed towardsothers' suffering. So the painfulness figures here as something which thepeople whom I pity suffer, rather than as something which I experience.
emotions do not have to come from oneself; I would rather argue that most strong feelings of joy and sadness can be in direct correlation with our peers.
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We would, I take it,be justifiably reluctant to translate the word they used to name this emotionas 'grief.
wow this is starting to get into word psychology and less about horror, but I guess it is still associated with the paradox of horror mentioned before.
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aren't painful in the way that stepping on a thumb-tack is. Instead, hesays, 'In describing an emotion as "painful" or "negative" or "unpleasant", Isuggest, we are in fact saying something about the situations in response towhich we typically experience those emotion
while it is true that strong emotions are not painful in the physical sense, it often takes a very harsh experience to cause such a strong emotional reaction.
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it is the objects of the emotions which areunpleasant or disvaluable
referencing the movie "the Thing", the actual movie is pretty not scary; that being said, the movie is supposed to show the horrors of the Red Scare, a very frightening concept.
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People vary greatly and unpredictably as towhether or not they enjoy horror films. If Morag does not enjoy them, thatneed not be because she cannot adequately control her attention with respectto them. Rather, her reason for not enjoying the film is that when she doesdirect her attention to the bloody corpse, she does not like what she experi-ences. Conversely, Norman may believe that the very height of enjoyablefear is when his gaze is riveted to the gruesome spectacle, when he 'cannottake his eyes off the unfolding carnag
AKA people who are comfortable with pushing their boundaries to the extreme vs. people who are less comfortable to the horrors they might experience in a horror movie.
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one's negative emotionsbecome too strong, then one will not enjoy the emotions.
Expl: I enjoy midsommar, but many do not because the brutality is immense.
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It is peculiarly easy to enjoy negative emotions in the case of fiction,since the fiction has no practical consequences for its audienc
Pretty much every source I have found has pointed to the same conclusion actually
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Morreall holds that one canenjoy negative emotions when one is 'in control' of the situation which pro-duces the emotions, where control is understood in terms of an ability todirect one's thoughts and actions
hmm, situations where you are "in control"? I can see the truth to that.
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Hence, theobjection continues, such cases are misdescribed, and what is enjoyed in themis something other than the presence of a negative emotion. For instance,Susan Feagin in her critique of Carroll's solution to the paradox discussesseveral examples, including the roller-coaster case, of the enjoyment of nega-tive emotions and their associated sensations.
Carroll's solution is very solidly written and I agree with most of their writing, but I'm also on the side of the author because I agree with the Idea that horror can be deeply disturbing and still contain no monsters.
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ikewise, it is possible to relish afeeling of quiet melancholy, dwelling on the sorrows and disappointments oflife, and weeping for the sadness of the world
movies that push this feeling are some of the best EVA.
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She enjoys putting herself intodangerous situations, feeling the thrill of fear as she dangles over the edge,knowing that it is only her skill and equipment that save her from certaindeath. She finds life simpler, more elemental in such situations, her fear givesan acuteness and 'edge' to her experience that is lacking in everyday life. Sheappreciates many aspects of the experience, and her fear is an inextricable partof the composite whole which she enjoys
fear is definitely not exclusive to horror concepts, horror just simply gives you a safe option to push your fear onto
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horror attracts becausepeople can enjoy being scared and disgusted. This thesis has the merit ofsimplicity, and it accounts for the intelligibility of Norman's complaint. Itcan also explain a salient fact about horror, of which it is easy to lose sight.The genre has as its self-conscious aim the production of fear and disgust inits audience, and it has become increasingly sophisticated and successful inachieving this effect.
horror is a growing media that is always changing and growing, maybe that is part of the appeal.
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Interpretations of horror fictions as expressing covertsexual fears, or fear of death and the physicality of the body, or of loss ofsexual identity, are legion, and are, in many cases, quite plausible.
wow this article was super ahead of its time, we do have horror movies about all of these concepts now.
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Finally, if the expressivist doctrinewere correct, we should expect to dislike the arousal of our emotion of fearwhen watching a film, and then only start to enjoy ourselves when the emo-tion was dissipated at the end of the film, assuming that it has an end thatdid not further enhance our fear.
horror movies that don't raise questions or a feeling are probably poorly written.
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Ifwe are attracted to horror for its cathartic effect, so that watching a horrorfilm is the equivalent of 'talking out' one's fears, it is odd that these films areleast attractive if one is in an uneasy or fearful mood. One doesn't say 'I'mscared, so I think I'll go to see a horror film'. Rather, one needs to be in afairly robust psychological state in order to enjoy these fictions at al
you need to be ready for a warping experience!
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powerfully metaphorical form
I said this up above!!!!
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, but,rather, we enjoy the expression of these emotions, by which we relieve our-selves of them, or lighten the grip they have on us
so instead we have grown to not feel these emotions, and we need releases like horror to feel these emotions? I actually agree with that, I never feel fear for the most part unless I'm watching horror
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We are back to the core of the paradox ofhorror again: people seem to enjoy experiencing negative emotions.
the horror of negative emotions is something that all directors should strive for, pushing for great change.
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believe thatour curiosity could very often be sufficiently stimulated to overcome thepurported disadvantages such works incur in producing disagreeable emo-tional states in us. The conventions of genre weigh too heavily on most horrorfictions for Carroll's solution to be a plausible one
I agree, horror is much too large a concept for it to solely be filled by slashers and monsters.
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suchfear and disgust are less intense than they would be if we thought these beingswere real, but, even so, as his many examples and common observation show,we can feel great fear and disgust during horror films
A good horror movie forces one to think about the situation and how inescapable it is.
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monsters depends on a metaphorical extension of theterm 'monster', and to talk of psychopaths as categorial violations extends thenotion of a categorial violation to the point where beings simply with unex-pected or unusual traits will be counted as categorial violations: yet we clearlyneed not feel disgust at the unusual. Moreover, to hold a position from whichit follows that films such as Demme's The Silence of the Lambs are borderlinecases of horror marginalizes what look like paradigm examples of the modernhorror film
this expands on what I was just typing about!
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Thus it transpires thatwe can enjoy fear and disgust, so there is nothing paradoxical about our enjoy-ment of negative emotions, nor about our enjoyment of horror fictions.
negative emotion can be enjoyable, we learned about that in our sophomore year!
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His view depends crucially on claims aboutmonsters, defined as beings not believed to exist now according to contempor-ary science (p. 27). Yet not all horror fictions involve monsters: an importantand popular sub-genre of the modern horror film is the 'slasher' movie, whichdeals with psychopathic serial killers
it is true that not all horror has an actually monster; however I would argue that even a non-paranormal situations have a metaphorical "monster". take movies like "misery", which has no monster but is very hard to watch.
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Moreover, because we know that the monstersare only fictional, the fear and disgust they arouse in us are muted in compar-ison with what they would be if we were to meet such monsters in real life,which allows the pleasures of curiosity more easily to outweigh the displeas-ures of fear and disgust.
this article is very fun to read, every portion written is very fleshed out and obviously has a lot of deep thinking put into it.
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, monsters being peculiarly suited to elicitour interest because of their status as categorial violations.
horror can come from the fear of the unnatural, and the curiosity that we have for it causes some to be attracted to it.
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which entice us to wonderwhether the monster exists and what it looks like, involve us in the questionof whether the characters in the fiction will come to believe in its existenceand can destroy it, and so on
movies without explicitly shown monsters can be really well done; take the lighthouse for example
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that such violations are seen as threatening andimpure, and this is Carroll's explanation of why works of horror generate fearand disgust. But because monsters are categorial violations, being physicallyimpossible according to our conceptual scheme, we are also curious aboutthem, and find them fascinating
I agree with this explanation the most, some of the best horror movies I have ever seen have very unique concepts.
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characteristically produce fear and disgust in their audience.
maybe feeling fear and disgust is why horror is so much fun
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Hume open his classic discus-sion of the paradox of tragedy, and it can as properly serve as a statement ofthe kernel of the puzzle found in the closely related paradox of horror.
maybe I look into this Hume fellow.
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cinema.usc.edu cinema.usc.eduwu-final32
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investigatory modemight appear to be self-determined, itdemands a ritualized, mechanical response toevents. The moral occult of a game’s internalstructure pulls the player towards its goal ofdefeating evil.
not always "defeating evil", sometimes the goal is simply just to survive (Though I guess it can be argued that surviving defeats the evil that is trying to murder you).
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Unlike that of the horror film, theoperation of the moral occult in videogames israrely oriented around the punishment ofcuriosity. 19
Horror movies do seem to punish those who seek out knowledge, where video games are much more likely to reward exploration.
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Horror games interfacewith the way in which technology is oftenimagined as demonic and Othered; the playeris offered the challenge to defeat the techno-logically-based demon (aided by the “good”elements of the technology), which, ifachieved, can offer a pleasurable sense thatthe technology has been mastered
beating a game and knowing that you earned the best ending by making hard choices is a gift.
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authored aspectof narration governs the fabric of game andfilm, channeling the way we negotiate andexperience it. As Andrew Darley notes, and Ibuild on this to underpin my argument aboutthe moral occult, there are points in a game atwhich its pre-programmed nature meansthat the “element of control and choice...is revealed as illusory.”
when a choice you made has little to no effect, there is little that is scarier than that.
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playerdoes have a sense of self-determination; whenit is lost, the sense of pre-determination isenhanced by the relative difference.
my last comment adds to this, horror without a way to stand your own is one of the most frightening types of horror ever.
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hapless teenagers who ignoreall diegetic warnings and persist in entering intothe spook house. The formula is well rehearsed,soliciting groans and verbal advice, yet thepleasure entailed in this process is founded onawareness of the inevitability of the events thatwill unfold.
horror is most frightening when you have no way to fight it. in games like Dead Space or amnesia, the games begin where you have no weapons to fight against the monsters you face. its only much later that you are able to stand against the monsters.
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ThePlayStation’s “dual-shock” handset registersthe effects of the attack through actual, feltvibration administered to the physical bodyof the player, but because the avatar’s and theplayer’s viewpoints are not correlated, there isan odd disjunction between sensation andwhat is seen—though the player experiencesthe rumble, equated with the attack, of thehandset, the player sees his/her game avataras a separate figure, visually as distinct fromhim/herself as any other character on thegame screen.
movies give a very similar effect with sound jumps, something that frightens the observer and forces them to focus on what is happening.
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In Resident Evil 3, theconnection between player and avatar is di-minished by the use of a third-personperspective and the game’s heavily managed,shifting and pre-rendered framing, which dis-tances the player from close contact with thehorror. Yet even here there is a less complexpattern of viewpoints than occurs in film,precisely because shots are always orientedaround the avatar.
doing this gives a feeling of an observer looking in at the situation, but also helps build empathy for the character
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he player can donothing in these sequences but helplesslywatch them unfold. In this particular use ofsuch framing, the cut-scene clearly borrowsfrom horror films which deploy the iconicanthropomorphized “I-cam” moving cameraas representative of a demonic, threateningforce used to great effect in such films as TheShining (1980), Friday the Thirteenth (1980),Halloween (1978) and Evil Dead II (1987), 1
adding a sense of helplessness is a good idea for my horror film, maybe like a scene where the man's bleeding out and unable to stop it.
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, acut-scene intrudes on the action as the playerwalks down a corridor. This is likely to takethe player by surprise because it is not linkedto a conversation or to the end of a mini-quest,as is more usual in this and other games.
strong intros are important in horror films, look at "the lighthouse" or "Midsommar" for example
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3D virtual space, providing a radicalpoint of departure from film’s use of restric-tive framing to manage what the viewer sees.
this can be used really well though
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which other in-gameevents are determined by the player’s actions.Resident Evil 3 (like Silent Hill) offers points atwhich the player decides how to proceed. InResident Evil 3, the choices made along theway determine the ending of the game
this also became a trend, RE2/3 were groundbreaking in the horror industry.
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The flexibility of digitally-produced cameramovement found in cut-scenes is oftenmarkedly more mobile than that foundin non-animation-based cinema, therebypermitting a greater continuity between cut-scenes and the relatively rapid speed ofthe avatar ’s movement during most of thegameplay.
camera movement must be a breeze when done properly, much easier than horror films. maybe that adds to the impressiveness of horror films
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increased visualproximity to what lurks within such shadowyplaces, heightening the sense of contact. Thisheightened proximity to potential dangerbuilds disquietude and tension and, becauseexploring such places is central to the game,Undying handles horror in a markedlymore uncinematic way than Resident Evil 3
even when horror is handled differently, it still is powerful horror!
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through editing andfixed framing, which is often used to createshock effects
very similar to a movie, actually became so iconic that even some new games follow this trend.
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horror filmsuse editing and framing to create tension andclaustrophobia.
good idea for my horror film, highlighting the tightness of the space.
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These two games havevery different ways of handling interactivity,however, which impact their structure and thekind of experience offered to the player.
different types of horror satisfy different cravings
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The Alien games (Acclaim/Probe, 1996;Argonaut/Fox, 2000) use the monster-in-space theme, presold by the films.
Another great example, the alien games were phenomenal simply because how strong of a concept they created with the movies.
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aesthetic and mar-keting advantages in translating cinematichorror to interactive media.
I agree with this, the most recent quiet place game was really well done and was made with the concepts of the movie, overall worked out pretty well.
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Themoral occult is also evident in other types ofhelp offered to the player, such as clues towhere to go next planted along with way, andin the series of rewards given for overcomingobstacles.
kind of similar to foreshadowing in movies, both need to progress at some point.
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All horrorvideogames are resolutely grounded in ahidden “occulted” or metaphysical dimension,determined by programming, that shapesgameplay.
I was going to argue against this but I honestly don't think I can, there is some definite truth to it.
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has torestore balance to a world corrupted by evilforces that threaten humanity and rationality,and the aim of these games is to defeat themanifestation of such forces
in the case of RE 3, you actually fail a decent bit. In the end, the T-virus breakout still spreads. that being said, it is really motivating when you believe you are actually making progress
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Horroroffers death as spectacle and actively prom-ises transgression; it has the power to promotephysical sensation, and the genre appeals tothe youth market that is central to the gamesindustry. 4
"Horror offers death as spectacle" is perhaps one of the best quotes I have ever heard to describe horror.
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consolidates formally a theme often foundin horror, in which supernatural forces act on,and regularly threaten, the sphere of humanagency.
horror games also have a very special quality here; that being that your character can actually die if you faulter
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placed on cer-tain important differences from and similaritiesto the horror film; this material will then beused to indicate the specific types of pleasuresoffered in this interactive intersection of “hor-ror” and “games.”
games are more often interactive, and this can lead to a much more frightening experience.
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Resident Evil 3 is a se-quel to two earlier games, each set in animaginary but contemporary American city. To“beat the game” (and defeat evil) the playermust explore the virtual city, solve puzzles, ac-cumulate and use different objects andweapons, and do battle with—or run from—arange of undead monsters.
resident evil 2 & 3 are very special solely because they introduced the concept of an unstoppable monster: the fear felt from fighting a monster that refuses to die is great.
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from the perspec-tive of games that the most insight intochanges in horrific forms across media can bemapped and most productively considered
maybe the change between the beast that is horror movies and the monster that is horror games comes from a perspective change? after all, even now there aren't very many horror movies that take place from the first person but plenty of games that do.
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But the overwhelmingly disappointingand unengaging nature of most of the films sofar seems to suggest that while media interac-tion works in multiple directions, it is in therealm of games (and how they adapt and ex-change templates inherited from cinema)
this actually funnily enough still holds up
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Given the recent release of several filmsbased on games, such as Lara Croft: TombRaider (2001), Final Fantasy (2001) and mostpertinently Resident Evil (2002),
this article is a little old, I should keep that in mind (also it seems to focus on videogames)
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kinetic and emotional responses thatmight be produced in cinema
like I said, a more hands on experience that really puts yourself in the shoes of the protagonist, can spur more horror than a film
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player must summon thewillpower to learn the skills needed to with-stand the onslaught of evil monsters and restoreequilibrium.
I would argue that this is the exact reason why horror is so gripping in a interactive media
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a question that explic-itly positions the game within the rhetoric of thehorror film genre.
it is true that these 2 categories touch on each other really well, might be a good idea to touch on this in paper
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