Vampires in Interactive Media

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Authors: Matthew Thompson
Cited by: 0

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