Date of Award

7-2026

Document Type

Thesis

Degree Name

Master of Arts in Game Design

Department

Game Design

First Advisor

Ben Fulcher

Second Advisor

Geremy Carnes

Abstract

The core subject of this paper focuses on several key traits of effective horror games. Using a paper and prototype level, the project conducts a thorough examination of horror in the medium to better understand how to develop effective games in this genre. Looking at examples from different media, the objective of this research is to identify key components of effective horror games. Going through the research, we can identify three key traits that are critical to the genre. Within horror games, accuracy of these elements is even more essential. Having the player be constantly tense, and enjoying the game through fear, is critical to maintaining quality experiences. Given that video games are an interactive medium, compared to a non-iterative medium such as film, examination will focus how to apply them to gaming as compared to other mediums. Several horror games will also be cited, such as The Penumbra Series, Amnesia: The Dark Descent, and Haunting Ground, with their game play observed firsthand to help explain key points. Playing through the games also indicates how the developers evolved the game play loop and how they changed their genre through their innovations. To accomplish this goal, the project will work on a game prototype and conduct research on horror games to help reach its conclusion. The game will be used for more direct experience in the research of the project. In short, this project consists of playing these games, researching horror across different media, and identifying, then answering, the main thesis: Effective horror games use tension management, understanding player intention, and cultural relevance, and each require mastery from developers.

Research Highlights

  • The Problem: Video game developers struggle to design effective horror experiences that maintain quality, manage tension, and engage players interactive media.

  • The Method: The project analyzes established horror titles, including Penumbra: Overture, Penumbra: Black Plague, Amnesia: The Dark Descent, and Haunting Ground, while developing a first-person horror game prototype named Lab Escape.

  • Quantitative Finding: Cinematic horror releases comprised 5.4% of films released in the U.S. and Canada from 1995 to 2024; horror films generated 7.66% of the box office share from 1995 to 2024.

  • Qualitative Finding: Effective horror games rely on three key structural pillars: tension management, understanding player intention, and cultural relevance.

Creative Commons License

Creative Commons Attribution 4.0 International License
This work is licensed under a Creative Commons Attribution 4.0 International License.

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Game Design Commons

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