(In Digital Gameplay)
- Fear/desire are the same
- We engage our psychology in confronting horror in survival horror games
- Psychological repression of horror (the death drive, the Lacanian Real) allows us to enter into subjectivity
- Player as defender/preserver of subjectivity, re-asserting stability and the Symbolic Order
- The player as champion of the symbolic order partakes in two kinds of activity/pleasure: Proaretic pleasure in resolving action/threats; hermeneutic pleasure in ordered narration, solving mysteries, linearity and coherence (Barthes)
- Silent Hill, the law of the Father
- Repressed desire for nihilistic assimilation (with the pre-subjective maternal) in the form of zombie/monstrous consumption of the self
- Eradication and repressing of this desire by killing monsters
- Loss of language as key to the (impossible) return to the Real and transformation/assimilation into abject monstrosity
- Monstrous mother-Others as final bosses (maternal phallus: umbilical cord)
- In addition to the proaretic pleasure in destroying the abject Real, players must attempt to provide the ontological meaning/structure and create coherence (hermeneutic pleasure)
- Narration as symbolic killing of multiplicity, ambiguity in lieu of One true self, illusory objectivity
- Gameplay as therapy for the disturbed avatar (player as detached analyst)
- Silent Hill 3 calls into question this distance by suggesting that we have shared our avatar's psychosis and delusions in our attempts to restore the Symbolic order
- Digital games as a safe space to engage with a simulated Lacanian Real and then turn it off and return to an unquestioned (but no less illusory) Symbolic order and social reality
Showing posts with label White. Show all posts
Showing posts with label White. Show all posts
July 19, 2010
Marc C. Santos and Sarah E. White, "Playing With Ourselves: A Psychoanalytic Investigation of Resident Evil and Silent Hill"
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