Even in the early days of this blog, we have managed to establish that horror games have always managed to occupy a unique space within the world of interactive entertainment. Horror games are not just playthings, designed only for enjoyment, they are skilfully designed to immerse players in horror worlds that evoke fear, heighten anxiety, and test players emotional endurance (Andersen et al., 2020). For some players, the genre triggers deep feelings of dread that makes them want to turn off the console and run for cover. However, for many others, myself included, the psychological thrill of horror gaming is captivating and draws us back time and time again. This simple observation leaves us with a question: what makes horror games so compelling yet so disturbing? And what are the psychological effects of horror games on players?
The Mechanics of Fear: Why Horror Games Work
Fear is, perhaps, our most ancient emotion, something like it is observable in most living things and it is hardwired into the human brain at fundamental level as a survival mechanism (Andersen et al., 2020). Designers of horror games have, increasingly, learned to exploit this primal response through the manipulation of a range of psychological triggers such as suspense, anticipation, and fear of the unknown. According to Grimshaw (2009), horror games use a mix of audio-visual cues, environmental storytelling, and increasingly sophisticated gameplay mechanics to trigger our primal fear response. Ambient soundscapes, claustrophobic spaces, and unpredictable threats can all be wielded by the talented designer to induce a persistent state of unease.
In this blog, we have come across the uncanny valley multiple times, but the uncanny is not, by any means, limited to the ‘almost’ human encounters we have with NPCs. The concept of the “audio uncanny valley” can also play a significant role in creating fear within our audience, it uses soundscapes to trigger the experience of uncanniness, causing us to feel on edge (Grimshaw, 2009). Distorted sounds, combined with sudden and unpredictable noises, is both unsettling and a powerful tool for evoking negative emotions such as anxiety and apprehension in humans. This makes sound design every bit as critical as visual design to game designers in creating immersive horror atmospheres that amplify fear (Grimshaw, 2009).
Whilst horror films, emerse viewers as passive participants in their stories, horror have the power to break down that sense of ‘safe’ distance by placing the player in direct control of the events that unfold in front of them, this feeling of control has the effect of intensifying the experience by making the fear feel more personal to the player. The interplay between player agency and psychological manipulation is one reason why horror games are so effective in inducing fear amongst certain players. Research by Madsen (2016) suggests that the degree of agency a player experiences directly impacts their fear response, the more control you have, the potentially stronger your physiological reactions (Madsen, 2016).

Short-Term Psychological Effects: Stress, Anxiety, and Catharsis
Players often experience heightened levels of stress and anxiety whilst playing horror games. Symptoms can include heightened heart rates, palms sweat, and a hyper-focused mental state where every creak and shadow feels like a threat (Andersen et al., 2020). Such psychological effects of horror games are our natural response to perceived danger and we are not necessarily good at recognising when that threat is virtual. In the short term, then, immersion in horror games can easily lead to psychological stress, particularly in the younger or more sensitive player (Hopf et al., 2008). The stress can manifest in the form of nightmares, increased vigilance, and heightened anxiety after a particularly terrifying session.
However, as we have repeatedly reiterated through this blog, not all of the responses to horror games are negative. For some players, horror can act as a form of catharsis, or emotional release, leaving the player feeling relieved and exhilarated when their playing session ends (Gowler and Iacovides, 2019). The phenomenon is often referred to as “benign masochism,” it is the pleasure we can derive from experiencing minor threats that are ultimately safe (Andersen et al., 2020). Much like the excitement of extreme sports, the thrill of fear can be a satisfying experience.
Long-Term Psychological Effects: Desensitization or Resilience?
But what of the long-term psychological effects of horror games? Here, the picture becomes more complicated and hotly debated. One of the most debated issues is the question of whether repeated or extended exposure to virtual horror can lead to desensitization. Critics of the genre suggest that too much exposure to violent content can result in numbing a person’s emotional response to violence or suffering in the physical-world (Hopf et al., 2008). Indeed, Hopf et al.’s (2008) longitudinal study found evidence that exposure to media violence early in life, including horror games, was associated with aggressive behavior in adolescence. It is possible that the desensitization effect may extend beyond aggression, and dull emotional responses to other types of horror content as well.
However, other studies suggest that playing horror games has some benefits and can build psychological resilience. Regular players can exhibit improved abilities to manage their fear and anxiety. These coping skills could, potentially, be transferred, in some, into real-life situations (Loiacono and Arnaboldi, 2017). In one study, it was observed that players who repeatedly confronted frightening scenarios seemed to develop a better capacity to assess threats strategically and showed reduced impulsivity (Loiacono and Arnaboldi, 2017). It is easy to see, then, that the capacity to handle fear effectively could be a useful life-skill for seasoned horror game veterans who no longer panic at the sight of a problem but, instead, maintain level-headed control.
The Attraction to Horror: Why Do We Keep Coming Back?
For me, one of the most interesting questions we can ask about horror games is: why do people continue to subject themselves to experiences designed to frighten them? The answer might be found in the way horror games combine fear with a sense of mastery. Each jump scare or tense encounter can be seen as a challenge to overcome. When we succeed, we are rewarded with a sense of accomplishment which is not easy to emulate in our physical-world lives. Overcoming the fear, not just enduring it, is the thrill that keeps us, and adventurers like us, returning to the genre time and time again (Andersen et al., 2020).
Furthermore, horror games offer a unique, and potentially dangerous form of escapism to their players. They allow us to explore the dark and disturbing parts of our subconscious without real-world consequences. It is the fascination with the unknown, the pull to peek behind the veil and look at the unimaginable or confront the things that haunt our imaginations when we lay awake in silence in the middle of the night (Gowler and Iacovides, 2019). By placing ourselves in dangerous and uncanny environments, horror games provide a safe space for us to explore the macabre and the grotesque and satisfy our innate curiosity about the darker side of human nature.

Conclusion: The Allure of the Darkness
Horror games continue to stand testament to the complexity of the human condition. They frighten us, cause us stress and sometimes even leave a lasting mark on us. They also amaze us, challenge us, and leave us thirsty for more. If the true psychological effects of horror games are positive or negative most likely depends on the individual’s ability to cope with their content and the context of play. For now, though, we can confidently say one thing for sure: horror games are more than frivolous entertainment. They are an experience that engages our mind, toys with our emotions, and leaves a lasting impression on those of us brave enough to delve into their twisted worlds.
References
- Andersen, M. M., Schjoedt, U., Price, H., Rosas, F. E., Scrivner, C., & Clasen, M. (2020). Playing with Fear: A Field Study in Recreational Horror. Psychological Science, 31(12), pp. 1497-1510. Available at: https://doi.org/10.1177/0956797620972116.
- Grimshaw, M. N. (2009). The audio Uncanny Valley: Sound, Fear and the Horror Game. Audio Mostly 2009, pp. 21-26. Available at: http://digitalcommons.bolton.ac.uk/gcct_conferencepr/9.
- Gowler, C. P. R., & Iacovides, I. (2019). Horror, Guilt, and Shame – Uncomfortable Experiences in Digital Games. Proceedings of CHI PLAY 2019, Barcelona, Spain. Available at: https://doi.org/10.1145/3311350.3347179.
- Hopf, W. H., Huber, G. L., & Weiß, R. H. (2008). Media Violence and Youth Violence: A 2-Year Longitudinal Study. Journal of Media Psychology, 20(3), pp. 79–96.
- Loiacono, D., & Arnaboldi, L. (2017). Fight or Flight: Evolving Maps for Cube 2 to Foster a Fleeing Behavior. IEEE Conference on Computational Intelligence and Games, pp. 1-8.
- Madsen, K. E. (2016). The Differential Effects of Agency on Fear Induction Using a Horror-Themed Video Game. Computers in Human Behavior, 56, pp. 142–146.
