Monday 29 February 2016

Fundamentals of fear

The way all living things feel fear is due to a defensive trigger in the brain. This is a natural trigger that signals a threat of danger. Understanding how to create fear within a game, and how to create these emotions for the player is the first step in the research of this paper.

  “Fear is the great force that prompts to acts of self-preservation and operates as effectively in the brute as in the human animal. Even in plant life we can trace evidences that indicate the presence of a natural law operating very much as fear does upon brute in- stinct and the human mind.” (The Psychology of fear, p.250)

Fear has played a vital role in the evolution of life since the very beginning. It is what makes every living thing feel alive. For example, walking home down an empty dark street, adrenaline begins pumping and people will become more aware of their surroundings. Senses are heightened and even the smallest sound can put them on edge. Catching something at the corner of their eye can cause them to tense up and expect danger. Sounds and sights are elevated due to this natural response. An animals brain will also react in the same way when feeling threatened. For example, a small animal being hunted will feel threatened, thus causing the release of adrenaline to heighten their senses and evade the predator.
The process of the creation of fear is entirely unconscious. The area that causes this is the hypothalamus. This is the area of the brain that produces many of the hormones and different chemical substances within the body. Muscles will begin to tighten, heart rate will increase and the senses generally become more alert to the surrounding environment. If humans and all animals alike did not feel the effects of fear, they wouldn’t survive very long. There would be no fear of oncoming traffic, falling from heights, getting in a fight etc. Because of this people can judge what is safe and what is not. 

“Fear is generally considered a reaction to something immediate that threatens your security or safety, such as being startled by someone suddenly jumping out at you from behind a bush. The emotion of fear is felt as a sense of dread, alerting you to the possibility that your physical self might be harmed, which in turn motivates you to protect yourself. Thus, the notion of "fight or flight" is considered a fear response and describes the behavior of various animals when they are threatened--either hanging around and fighting, or taking off in order to escape danger.” (The complexity of fear 2011)

The use of this emotion has been seen throughout the evolving of games which is especially linked to the environment the player is in. Survival horror games such as Outlast (Outlast 2013) use the environment well to evoke fear into the player. The blood splattered floors and walls against the old, dark and grubby rooms emphasize the gore, provoking a more intense reaction of danger. The muffled sound of wind or noises in the distance also increase the feeling of fear as it makes the player anticipate what is ahead, which is usually danger. Understanding the reason behind these feelings is what leads to a truly terrifying experience and understanding the mechanics of the brain when faced with these types of environments is vital with the development of games. Many areas of these types of games are very poorly lit, which is done on purpose to increase the players anxiety. Darkness impairs a person’s vision which is a vital sense that allows people to understand and analyze their surroundings. It is a humans most valuable sense and without it, there is no control of the world around them and are unable to defend themselves against any approaching danger.

“In order to deal with conflict and problems in life, Freud stated that the ego employs a range of defense mechanisms. Defense mechanisms operate at an unconscious level and help ward off unpleasant feelings (i.e. anxiety) or make good things feel better for the individual.” (The Ego and the Mechanisms of Defence. 1966)

The feeling of being alone with nobody there to help in events of difficulty when things go wrong also effect the player on a psychological level. If they get injured or lost it is all up to the player to decide on how to move forward. This all adds to the experience of games. By being alone with no sense of guidance the player must make the decision to move through areas by their own will. This leaves the player in a constant state of stress and feeling “on edge” throughout the experience of the gameplay. Being in charge of personal decisions increases the thought over making these decisions and trying to see ahead to future consequences.

“new research indicates that certain games may actually boost brain power and improve strategic thinking. The study found that test subjects playing the real-time strategy game StarCraft exhibited more agile decision making as well as overall improvements in “cognitive flexibility” — the mental faculty of creative and lateral thinking.” (Video Games Improve Decision Making. 2013.)

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