Odum Library
dc.contributor.author | Lamura, Gabrielle | |
dc.date.accessioned | 2024-04-29T19:25:38Z | |
dc.date.available | 2024-04-29T19:25:38Z | |
dc.date.issued | 2024-04-24 | |
dc.identifier.other | 34ee8677-497c-4e24-ae5b-66d8e111da64 | en_US |
dc.identifier.uri | https://hdl.handle.net/10428/7168 | |
dc.description.abstract | Horror video games are a niche media that often evokes amongst its players. However, horror video games are not widely studied within the persuasive realm of communication studies. This study investigates how through the lens of ELM theory decision-making can be effective within horror video games. Done through a content analysis of horror video game Soma this study provides insight and foreground for the importance of future studies involving horror videogame and communication theories. | en_US |
dc.description.tableofcontents | Introduction 1 LiteratureReview 2 -- ELM Theory 2 -- Central/Peripheral Routes 3 -- Application in other studies 5 -- Fear Appeal 7 -- Horror Video Games: A Psychological Rollercoaster 12 -- Welcome to the world of Horror video game 15 -- The Origin of Soma 19 -- Gaming Lore /24 -- Why ELM and Soma 25 -- Research Questions 27 -- Methods 28 -- Definitions 30 -- Decision Making: Subcategories 32 Atmospheric: subcategories . 32 Jump Scares: Subcategories 33 -- Results 34 -- Present Peripheral Cues (RQ1) 34 -- Present Central Cues (RQ2) 50 -- Lore Establishment (RQ3) 66 -- Discussion 70 -- Conclusion 78 -- References 80 -- Appendices 86. | en_US |
dc.format.extent | 1 electronic record. PDF/A document, 116 pages, 3855586 bytes | en_US |
dc.format.mimetype | application/pdf | en_US |
dc.language.iso | en_US | en_US |
dc.rights | This dissertation is protected by the Copyright Laws of the United States (Public Law 94-553, revised in 1976). Consistent with fair use as defined in the Copyright Laws, brief quotations from this material are allowed with proper acknowledgement. Use of the materials for financial gain with the author's expressed written permissions is not allowed. | en_US |
dc.subject | Academic theses | en_US |
dc.subject | Communication | en_US |
dc.subject | Horror in art | en_US |
dc.subject | Video games | en_US |
dc.title | Is It all Just Jump Scares? A Look into ELM and Horror. | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | Department of Communication Arts of the College of the Arts | en_US |
dc.description.advisor | Seibert, John Michael | |
dc.description.committee | Eaves, Michael | |
dc.description.committee | Nelson, David | |
dc.description.degree | M.A. | en_US |
dc.description.major | Communication Arts | en_US |