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Loading... The Journal of the Canadian Game Studies Association
Distilling the key insights…
This analysis explores the ludological dynamics of the survival horror game Fatal Frame II: Crimson Butterfly to argue that the "uncanny" experience in videogames arises from the simultaneous, latent decoding of signs across multiple semiotic registers. By rejecting the traditional binary that separates operational mechanics from representational narrative, the study posits that player experience is defined by the rhythmic oscillation between these modes. The research demonstrates that horror is effectively produced through the tension of deferred interpretation, where players must manage immediate operational threats while simultaneously processing diegetic information.
The methodology utilizes software-based image analysis, specifically the ImageJ tool, to process recordings of full game traversals. By sampling gameplay at two frames per second, the study identifies and categorizes distinct modes of play—including navigation, combat, and cinematic sequences—based on stable visual signifiers. This approach allows for the visualization of modal transitions across entire play sessions. The study compares four different player traversals, including a high-performance "speed-run," to observe how varying levels of player enskilment affect the rhythm and duration of these modal shifts.
Key findings indicate that the ratio of actual combat to navigation is lower than the perceived intensity of the game suggests, highlighting how suspense is maintained through the constant potential for modal transition. The research concludes that the "uncanny" is not merely a narrative element but a structural one, embedded in the player’s need to repress or defer specific interpretations during high-stakes operational moments. While the study acknowledges limitations regarding the exclusion of auditory data and the manual nature of current mode classification, it provides a robust framework for analyzing videogames as integrated, phenomenological systems rather than mere combinations of software and story.
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DiGRA · 2025