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Videogames in Horror Movies: Remediation, Metalepsis, Interface Effects, and Fear of the Digital

This article discusses four movies in which transgressions between gameworlds and diegetic realities take center stage: Brainscan (1994), Stay Alive (2006), Livescream (2018), and Choose or Die (2022). By exploring the interactions between videogame worlds and "reality," these movies do not simply project anxieties onto digital games, but rather reflect on media-specific affordances of videogames, inquire into discourses surrounding videogames, and explore game cultures. I am particularly interested in the strategies and aesthetics of remediating videogames in the horror films and the conceptualizations of videogames and game cultures thus produced, as well as the larger cultural fears and anxieties (and hopes and dreams) that these representations evoke.

Digital America: Introduction

This introduction to the special issue "Digital America" sketches some of the ways in which "the digital" has influenced both American culture and American studies scholarship before summarizing the contributions to this issue.

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