Films and videogames both generate emotions in the viewer/player, but due to their inherent differences, often do so in ways specific to each medium. This article looks at the emotion of suspense as a test case to evaluate that generalization. We contend that, although each medium does have unique features that can be used to generate suspense, these media share surprising similarities. We argue that videogames can be most effective in generating suspense not by highlighting their unique ability to be interactive, but, to the contrary, by limiting interactivity at key points, thereby turning players into helpless spectators. Our analysis highlights a previously overlooked factor in film's ability to generate suspense: helplessness.
Helpless spectators : generating suspense in videogames and filmText Technology
Document TypeJournal article
PublisherMcMaster University * Humanities Communications Centre
Publisher StatementCopyright © 2004 Text Technology. Access to external full text or publisher's version may require subscription.
Full-text VersionPublisher’s Version
Citation InformationFrome, J. & Smuts, A. (2004). Helpless spectators: generating suspense in videogames and film. Text Technology, 13(1), 13-34.