The fear factor: Comparing horror mechanisms in East Asian and Nordic games
2025 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE credits
Student thesis
Abstract [en]
This study explores how cultural backgrounds influence the representation of horror in video games, comparing Nordic and East Asian titles. By analyzing six games and eight interviews from relevant cultural backgrounds, the research looks at how narrative, visual, and audio elements are shaped by cultural context. The results show that Nordic horror games often use isolated forest environments, featuring supernatural threats closely tied to nature and emphasizing existential fears and escape. In contrast, East Asian horror games are typically set in inhabited areas, where spiritual threats rooted in unresolved emotional or moral issues drive narratives toward reconciliation, justice, or personal growth. Visually, both styles rely on dark tones, red highlights, and sudden lighting changes to create tension. In terms of sound, Nordic games often use sharp, discomforting noises and nature-based ambiance, while East Asian games make frequent use of eerie laughter. These differences reflect each culture’s values, whether focused on the relationship between humans and nature, or between people, and how folklore from each region interprets death and the spirits.
Place, publisher, year, edition, pages
2025. , p. 31
Keywords [en]
Game design, horror game, horror elements, Nordic culture, East Asia culture
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:his:diva-25276OAI: oai:DiVA.org:his-25276DiVA, id: diva2:1972599
Subject / course
Informationsteknologi
Educational program
Spelutveckling - masterprogram
Supervisors
Examiners
2025-06-182025-06-182025-09-29Bibliographically approved