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This analysis explores the narrative representation of suicide within horror video games, positioning these titles as cultural texts that reflect and shape Western social imaginaries. By examining the intersection of game design, psychoanalytic theory, and narrative structure, the research argues that video games serve as a unique medium for processing complex human anxieties. Rather than merely depicting graphic imagery, these games utilize mechanics and narrative design to externalize the internal struggles of both creators and players, offering a space for the sublimation of the death drive.
The study focuses on three independent horror titles: The Cat Lady (2012), Neverending Nightmares (2014), and The Static Speaks My Name (2015). These games are analyzed through a transdisciplinary lens, incorporating concepts from psychoanalysis—specifically the work of Sigmund Freud and Otto Rank—and narratology. The research identifies three distinct moments of sublimation: the creative process undertaken by the game designer, the performative act of playing, and the aesthetic bond formed between the creator and the player. These processes allow for the transformation of destructive impulses into creative, socially resonant experiences.
The findings suggest that narrative design in these games functions as an ideological construction that relies on shared cultural meanings. While some titles provide players with agency to pursue paths of self-reconstruction and survival, others, such as The Static Speaks My Name, utilize entrapment and subversion to mirror the inescapable nature of despair. Ultimately, the research concludes that horror games do not trivialize suicide but rather provide a necessary, sophisticated framework for exploring human pain. By engaging with these narratives, players and designers alike can navigate the complexities of the death drive, transforming raw trauma into a meaningful, shared cultural performance.
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Loading... The Journal of the Canadian Game Studies Association · 2019