Over the past decades, the horror genre has depicted terror coming from
various sources. Even a video game console can serve as a potential
source of antagonism. Video games allow players the opportunity to
essentially become another person in another world. As this technology
continues to improve, the line between reality and fiction continues to
blur. The first part of this work looks at horror films from 1990-1999
that focus on video game representation. These are storylines that only
portray video game technology as the villain as opposed to a beneficial
asset to society. The second part of this thesis will focus on films
from 2002-2005, all of which are video game adaptations. There is a
distinct shift in the content of video game horror films at the start of
the new millennium where video game technology is no longer portrayed as
an antagonist, but as legitimate source material. This book is addressed
to professionals in the academic circle of film studies or digital games
theory. However, it is also written with every horror fan in mind who
wishes to take a trip down memory lane.