The role of swearing in creating an online persona: The case of YouTuber PewDiePie

KB Fägersten - Discourse, context & media, 2017 - Elsevier
This article is an investigation of the use of English-language swear words by Swedish, non-
native speaker PewDiePie in the context of self-recorded, Let's Play horror videos uploaded …

" I Found it Cathartic": Exploring Empathy and Mental Health Awareness in Psychological Horror Video Games

F Tomé, A Pires, A Jiskrová, A Saial… - Proceedings of the ACM …, 2024 - dl.acm.org
Horror video games have often been criticized for their negative and unrealistic depiction of
mental health, primarily through their portrayal of characters with mental illnesses. Such …

Creativity of creativity researchers: invention of problems and experimental objects to study thinking

A Poddiakov - Integrative Psychological and Behavioral Science, 2023 - Springer
Invention of problem situations and experimental objects to study others' thinking is a special
kind of creativity worthy of scientific interest. The objects are considered in terms of Latour's …

Threat simulation in virtual limbo: An evolutionary approach to horror video games

J Kjeldgaard-Christiansen… - Journal of Gaming & …, 2019 - intellectdiscover.com
Why would anyone want to play a game designed to scare them? We argue that an alliance
between evolutionary theory and game studies can shed light on the forms and …

Subtle threat cues in marketing horror and children's entertainment.

N Watier - Psychology of Popular Media, 2023 - psycnet.apa.org
The present studies set out to characterize how subtle threat cues manifest in marketing
horror and children's entertainment. Objective measures of luminance, colorfulness …

[HTML][HTML] Проблемные ситуации как источник развития творческого потенциала человека

АН Поддьяков - Образовательная политика, 2023 - cyberleninka.ru
В разных общностях на определенном этапе социогенеза начинает создаваться и
развиваться система культурных орудий и артефактов, поддерживающих …

An Exploratory Study on Fear-Inducing Factors in Virtual Reality Experiences

J Leichtweiß, E Yigitbas - 2024 IEEE 12th International …, 2024 - ieeexplore.ieee.org
Virtual reality (VR) has a wide range of applications in the gaming industry. It is known for its
ability to provide users with an immersive experience in virtual worlds. This can evoke …

[PDF][PDF] Macera Rekreasyonu: Kuramlar ve Yaklaşımlar

ÖÜED YUMUK - 2023 - researchgate.net
Zaman Einstein'a göre izafi bir kavram olarak muğlak bir yapıdadır ve değişmez olarak kabul
edilemez (Einstein, 1982). Buna göre, zaman her cismin hızına ve konumuna göre hızlı veya …

Eyes of Fear: Leveraging Emotion Recognition for Virtual Reality Experience

I Marinho, R Padilha, G Vitorino, M Batista… - Proceedings of the 26th …, 2024 - dl.acm.org
Given the growing interest in immersive gaming experiences, particularly within the horror
genre, there is a rising demand for sophisticated and engaging game mechanics. However …

Fragment: A Horror Game Prototype Utilizing a Dynamic Difficulty System through Agent Behavior

GS Fuentes, HG Habie… - 2023 6th International …, 2023 - ieeexplore.ieee.org
Balancing the difficulty aspect in video games to address the skillsets of varying players has
always been a challenge for video game developers. This is potentially a huge waste of …