Silent Hill. Навстречу ужасу. Игры и теория страха — страница 35 из 36

Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press.

Neil, Alex. 1996. „Empathy and (Film) Fiction”. In Post-Theory: Reconstructing Film Studies, ed. David Bordwell and №ё! Carroll, страницы 175–194. Madison: University of Wisconsin Press.

Perron, Bernard. 2003. „From Gamers to Players and Gameplayers. The Example of Interactive Movies”. In The Video Game Theory Reader, ed. Mark J. P. Wolf and Bernard Perron, страницы 237–258. New York: Routledge.

Perron, Bernard. 2004. „Sign of a Threat: The Effects of Warning Systems in Survival Horror Games”. COSIGN 2004 Proceedings, Art Academy, University of Split, страницы 132-41. Доступно по ссылке https://ludicine.ca/sites/ludicine.ca/files/ Perron_Cosign_2004.pdf

Perron, Bernard. 2005a. „A Cognitive Psychological Approach to Gameplay Emotions”. DIGRA 2005 International Conference, Simon Fraser University, Vancouver. Доступно по ссылке http://www.di-gra.org/wp-content/uploads/digital-library/06276.58345.pdf

Perron, Bernard. 2005b. „Coming to Play at Frightening Yourself: Welcome to the World of Horror Games”. Aesthetics of Play: A Conference on Computer Game Aesthetics, Bergen University. Доступно по ссылке https://www.aestheticsofplay.org/perron.php

Perron, Bernard. 2006a. „The Heuristic Circle of Gameplay: The Case of Survival Horror”. In Gaming Realities: A Challenge of Digital Culture, ed. M. Santorineos, страницы 62–69. Athens: Fournos. Ссылка недоступна.

Perron, Bernard. 2006b. „Quand le brouillard se dissipe: Silent Hill, le film”. Cine-Bulles (Montreal) 24, станицы 42–47.

Perron, Bernard. 2007. „Anaconda, a Snakes and Ladders Game: Horror Film and the Notions of Stereotype, Fun and Play”. Journal of Moving Image Studies 5, страницы 20–30.

Perron, Bernard. 2009. „The Survival Horror: The Extended Body Genre”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 121–143. Jefferson, NC: McFarland.

Perry, Douglass C. 2001a. „Silent Hill 2’s Producer Akihito Imamura Not So Silent”. IGN.com от 17 августа. Доступно по ссылке http://ps2.ign.com/articles/097/097467p1.html

Perry, Douglass C. 2001b. „Interview with Silent Hill 2’s Artist Takayoshi Sato”. IGN.com от 17 августа. Доступно по ссылке https://www.ign.com/articles/2001/08/17/interview-with-silent-hill-2s-artist-takayoshi-sato

Plantinga, Carl. 1995. „Movie Pleasures and the Spectator’s Experience: Toward a Cognitive Approach”. Philosophy and Film 2, станицы 3-19.

Poole, Steven. 2000. Trigger Happy: The Inner Life of Video Games. London: Fourth Estate.

Provezza, Bruno. 2006. „Interview Frederick Raynal”. Mad Movies, special edition, апрель, страницы 52–57.

Radcliffe, Ann. 1826. „On the Supernatural in Poetry”. New Monthly Magazine 16, страницы 145–152. Ссылка недоступна.

Ramsay, Randolph. 2008. „Silent Hill: Homecoming Banned in Australia”. Gamespot.com от 25 сентября. Доступно по ссылке https://www.gamespot.com/articles/silent-hill-homecoming-banned-in-australia/1100-6198219/

Riser, Michael (aka Quemaqua). 2003. „Silent Hill 3 Review”. Alloutgames.com. Доступно по ссылке http://web.archive.org/ web/20041026233217/http://www.alloutgames.com/Reviews/silen-thill3.html

Rockett, Will H. 1988. Devouring Whirlwind: Terror and Transcendence in the Cinema of Cruelty. New York: Greenwood Press.

Roundell, Paul. 2001. „TGS 2001: Silent Hill 2 Playtest”. Now. com. Ссылка недоступна.

Rouse, Richard, III. 2001. Game Design: Theory & Practice. Plano, TX: Wordware.

Rouse, Richard, III. 2009. „Match Made in Hell: The Inevitable Success of the Horror Genre in Video Games”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 15–25. Jefferson, NC: McFarland.

Roux-Girard, Guillaume. 2010. „Listening to Fear: A Study of Sound in Horror Computer Games”. In Game Sound Technology and Player Interaction: Concepts and Developments, ed. Mark Grimshaw, страницы 192–212. Hershey, PA: IGI Global.

Ryan, Marie-Laure. 2001. „Beyond Myth and Metaphor – The Case of Narrative in Digital Media”. Game Studies 1. Доступно по ссылке http://www.gamestudies.org/0101/ryan/

Sankey, Daragh. 2001. „Fear, Art and Silent Hill”. Joy-stick101.org от 1 июня. Доступно по ссылке http://web.ar-chive.org/web/20030512031856/http://www.joystick101.org/ story/2001/5/26/17127/1497

Santos, Marc C., and Sarah E. White. 2005. „Playing with Ourselves: A Psychoanalytic Investigation of Resident Evil and Silent Hill”. In Digital Gameplay: Essays on the Nexus of Game and Gamer, ed. Nate Garrelts, страницы 69–79. Jefferson, NC: McFarland.

Sato, Yukiyoshi Ike. 2001. „Q&A: Konami’s Akihiro Imamura”. GameSpot.com от 4 марта. Доступно по ссылке https://www.games-pot.com/articles/qanda-konamis-akihiro-imamura/1100-2704392/

Sical, Wim, and Remi Delekta. 2003. „Survival Horror: Un nouveau genre”. Horror Games Magazine, июль-август, страницы 12–16.

Star Dingo. 2001. „Silent Hill 2 Review”. Gamepro.com. Ссылка недоступна.

Starker, Steven. 1989. Evil Influences: Crusades against the Mass Media. New Brunswick, NJ: Transaction Publishers.

Sterling, Jim. 2008. „How Survival Horror Evolved Itself into Extinction”. Destructoid.com от 8 декабря. Доступно по ссылке: https://www.destructoid.com/how-survival-horror-evolved-itself-into-extinction-114022.phtml

Tan, Ed S. 1996. Emotion and the Structure of Narrative Film: Film as an Emotion Machine. Mahwah, NJ: Lawrence Erlbaum.

Taylor, Laurie N. 2009. „Gothic Bloodlines in Survival Horror Gaming”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 46–61. Jefferson, NC: McFarland.

Therrien, Carl. 2009. „Games of Fear: A Multi-Faceted Historical Account of the Horror Genre in Video Games”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 26–45. Jefferson, NC: McFarland.

Thom, Randy. 1999. „Designing a Movie for Sound”. Filmsound. org. Доступно по ссылке http://www.filmsound.org/articles/de-signing_for_sound.htm

Tosca, Susana Pajares. 2003. „Reading Resident Evil: Code Veronica X”. MelbourneDAC: Fifth International Digital Arts and Culture Conference. Ссылка недоступна.

Vorobej, Mark. 1997. „Monsters and the Paradox of Horror”. Dialogue 24: страницы 219–249.

Weise, Matthew. 2009. „The Rules of Horror: Procedural Adaptation in Clock Tower, Resident Evil, and Dead Rising”. In Horror Video Games: Essays on the Fusion of Fear and Play, ed. Bernard Perron, страницы 238–266. Jefferson, NC: McFarland.

Wells, Paul. 2002. The Horror Genre: From Beelzebud to Blair Witch. London: Wallflower.

Whiteman, Natasha. 2008. „Homesick for Silent Hill: Modalities of Nostalgia in Fan Responses to Silent Hill 4: The Room”. In Playing the Past: History and Nostalgia in Video Games, ed. Zach Whalen and Laurie N. Taylor, страницы 31–50. Nashville: Vanderbilt Press.

Wolf, Mark J. P., and Bernard Perron, eds. 2003. The Video Game Theory Reader. New York: Routledge.

Yu, Daniel S. (aka dsyu) 2002. „Exploring the Survival Horror Genre”. Joystick101.org. Ссылка недоступна.


ВИДЕОИГРЫ

Adventure (Atari 2600). Atari/Atari, 1979.

Alone in the Dark (PC). I-Motion Inc. & Infogrames/Interplay, 1992.

Alone in the Dark: The New Nightmare (PC). Darkworks/Info-grames, 2001.

Castlevania (NES). Konami/Konami, 1987.

Clive Barker’s Undying (PC). EALA/EA Games, 2001.

Clock Tower (PSone). Human Entertainment/ASCII Entertainment Software, 1997.

Clock Tower 3 (PS2). Capcom/Capcom, 2003.

Darkseed (PC). Cyberdreams/Cyberdreams, 1992.

Devil May Cry (PS2). Capcom/Capcom, 2001.

Dino Crisis (PSone). Capcom/Capcom, 1999.

DOOM (PC). id Software/id Software, 1993.

DOOM II: Hell on Earth (PC). id Software/id Software, 1994.

DOOM 3 (PC). id Software/Activision, 2004.

Eternal Darkness: Sanity’s Requiem (GameCube). Silicon Knights/Nintendo, 2002.

Fatal Frame (PS2). Tecmo/Tecmo, 2002.

Fatal Frame 2: Crimson Butterfly (PS2). Tecmo/Tecmo, 2003.

Fear Effect (PSone). Kronos Digital Entertainment/Eidos Interactive, 2000.

Grand Theft Auto 3 (PS2). Rockstar North/Rockstar Games, 2001.

Grand Theft Auto Vice City (PS2). Rockstar North/Rockstar Games, 2002.

Half-Life (PC). Valve Software/Sierra Entertainment, 1998.

Halloween (Atari 2600). Wizard Video/Atari, 1983.

Haunted House (Atari 2600). Atari/Atari, 1981.

Legacy of Kain: Soul Reaver (PSone). Eidos Interactive/Crystal Dynamics, 1999.

Max Payne (PC). Remedy Entertainment/Gathering, 2001.

Medal of Honor (PSone). Dreamworks Interactive/Electronic Arts, 1999.

Mortal Kombat (arcade). Midway Games/Midway Games, 1992.

Nosferatu. The Wrath of Malachi (PC). Idol Fx/iGames Publishing, 2003.

Onimusha: Warlords (PS2). Flagship/Capcom, 2001.

Overblood (PSone). River Hill Software/Electronic Arts, 1997.

Pac-Man (arcade). Namco/Midway, 1980.

Parasite Eve (PSone). Square Soft/Square Soft, 1998.

Parasite Eve II (PSone). Squaresoft/Squaresoft, 2000.

Phantasmagoria (PC). Sierra/Sierra, 1995.

Planescape Torment (PC). Black Isle Studios/Interplay, 1999.

Project Firestart (Commodore 64). Dynamix/Electronic Arts, 1989.

Realms of the Haunting (PC). Gremlin Interactive/Interplay, 1996.

Resident Evil (PSone). Capcom/Capcom, 1996.

Resident Evil 2 (PSone). Capcom/Capcom, 1998.

Resident Evil 3: Nemesis (PSone). Capcom/Capcom, 1999.

Resident Evil: Code Veronica X (PS2). Capcom/Capcom, 2001.

Resident Evil 4 (Gamecube). Capcom/Capcom, 2005.

Resident Evil 5 (PS3). Capcom/Capcom, 2009.

Rule of Rose (PS2). Punchline/SCEI, 2006.

Shadowgate (Commodore Amiga/PC). ICOM Simulation/ Mindscape, 1987.