GameFeel

Fear and Pixels: Why Video Games Scare Us


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My name is Graham Walker. I am a professional psychotherapist and lover of all things video game. GameFeel is the podcast that explores what gaming and therapy can teach us about playing better and living better.

In episode 1 I explore how virtual worlds can trigger a real-world sense of fear for us. Why does this happen? And what can that teach us about managing our emotions in life and gaming.

This episode explores themes of fear, how the brain interprets information, how the brain processes pieces of simultaneously received information and what this means for how we can feel. We consider what this means in terms of therapy, managing emotions and gaming.

Video Games discussed:

DOOM (1993, Developed by id Software)

Amnesia: The Bunker (2023, Developed by Frictional Games)

Music Credits:

‘The River’ by Andrew Prahlow (from ‘Outer Wilds’, Developedby Mobius Games)

‘Checking In’ by Lena Raine (from 'Celeste', Developed by Maddy Makes Games and Extremely OK Games, Ltd.)

‘Suspense’ by Andrew Hulshult (from 'DOOM', Developed by id Software)

Fungal Waste by Chris Larkin (from 'Hollow Knight', Developed by Team Cherry)

‘Cavernous’ by Tom Batista (from 'Arranger: A Role-Puzzling Adventure', Developed by Furniture and Mattress)

Aquatic ambience by David Wise ('Donkey Kong Country', Developed by Rare)

Additional References:

Podcast: “The Challenges of Designing Horror (ft. Fredrik Olsson - Amnesia: The Bunker) | Dev Heads Podcast” (Second Wind Group)

https://www.youtube.com/live/K0lJmFdHNRI?si=idnBFBc5kgCcenJf

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