Vampires in Interactive Media
Abstract
Discusses the contributions the vampiric figure has made to interactive media Examining various vampiric antagonists and how they challenge the player in games Showing how vampires can create intriguing avatars Analysing how vampiric tropes have been used mechanically and thematically in gaming Examine how games can reposition the vampire to inhabit different roles Interview members of the gaming community to see their own experiences inhabiting vampiric avatars The figure of the vampire is amongst the most ubiquitous in popular culture, with little sign of it slowing down in film, television or books. However, one overlooked element of the vampire’s cultural impact is how the vampire is implemented into interactive texts—such as video games and board games. This book will show that not only is there a plethora of interactive texts that utilise the tropes of the vampire as an enemy for the player to face but also ones that create a vampiric avatar for the players to utilise. This book will show how no other gothic or horror-orientated figure can surpass the vampire for cultural weight and utility within the interactive space, nor can any of these figures be reconstructed so readily the ways games do with the vampire.
Fields of Study & Subjects
Digital Games and Media
Gothic Literature and Media Analysis
Artificial Intelligence in Games
Publication details
- Journal / source
- Edinburgh University Press eBooks
- Publication date
- 31 January 2026
- Language
- EN
- Document type
- Book