The Construction of Loneliness through the Gameplay in Silent Hill: Homecoming

Laksmy Irigoyen Regueiro

Abstract

This essay considers the development of the topic of loneliness through the gameplay of Silent Hill: Homecoming. We examine the endogenous elements of the game and analyze how they are diegetically implemented to produce the fictional world. The concept of simulation in games (as opposed to representation, which is typical of traditional media) will be the key to understanding how rules work and how they can transcend from the endogenous frame into the diegetic frame, providing the game with a layer of meaning.

Keywords

Video games, gameplay, loneliness, simulation, Silent Hill

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REFERENCIAS LUDOGRÁFICAS

Alone in the Dark (Infogrames, 1992)

Half-Life 2 (Valve, 2004)

Haunted House (Atari, 1982)

Portal 2 (Valve, 2011)

Resident Evil (Capcom, 1996)

Silent Hill, saga, (Konami, 1999-2012)

Silent Hill: Homecoming (Konami, 2008)

Sweet Home (Capcom, 1989)

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