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I’M SCREEEEEEEEAMING!!!!

A. Hart

2020 · DOI: 10.1093/oso/9780190916237.003.0003
0 Citations

TLDR

The chapter develops the importance of shock to the horror genre and the similarities between engagement across mediums, and discusses “elevated horror” and the tendency to disparage sensation in opposition to traditional virtues of narrative cinema.

Abstract

Chapter 2 looks at jump scares and the fad of “screamers” found across the internet: brief videos or gifs designed to cause an unsuspecting browser to scream and jump. They appeared when jump scares were ascendant within the horror genre thanks to video games; screamers’ online popularity led to importation into the cinema through films such as the Paranormal Activity series. The chapter develops the importance of shock to the horror genre and the similarities between engagement across mediums. Shock is a challenge to viewer/browser/gamer mastery and self-control. Screamers offer the opportunity to reassert one’s own self through repetition and sharing, showing how similar processes are central to the experience of horror film viewing and gameplay. It discusses “elevated horror” and the tendency to disparage sensation in opposition to traditional virtues of narrative cinema. The chapter’s counterpoint for this assumption is with close readings of “elevated” horror films, The Witch (2015) and The Babadook (2014).