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Beyond film

Beyond film

Oxford University Press eBooks, 2021
Cecilia Sayad
Abstract
This chapter discusses the ways in which horror stories and creatures invade the space of spectators and players in gimmick horror screenings, experiential cinema, and video games—including those using augmented and virtual reality technologies. It considers films and games that engage the space of viewing and playing—the augmented auditorium, which augments the experience of the horror tales by inviting active participation and providing a sensorial experience beyond seeing and hearing (involving drafts, smells, motion). Case studies include William Castle’s gimmick horror films of the 1950s and ’60s, contemporary Secret Cinema screenings, and a variety of survival horror games.

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