Call for Chapters – Scary Levels: Designing Fear in Games and Interactive Media
Space and place continuously serve as sources of inspiration in video games and various other interactive media, within which they have a specific way of representing and operationalizing fear and dread. Interactive works can turn fear into a set of narrative and game design sequences that are problems and solutions for the experience of playing and reading. For example, how to structure attention, limit knowledge, choreograph movement, regulate pace, and distribute safety and danger.
