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[Commlist] Call for Chapters – Scary Levels: Designing Fear in Games and Interactive Media
Sun May 17 21:29:43 GMT 2026
Call for Book Chapters – Scary Levels: Designing Fear in Games and
Interactive Media
Editor: Zlatko Bukač (Assistant Professor, Department of English
Studies, University of Zadar, Croatia)
Space and place continuously serve as sources of inspiration in video
games and various other interactive media, within which they have a
specific way of representing and operationalizing fear and dread.
Interactive works can turn fear into a set of narrative and game design
sequences that are problems and solutions for the experience of playing
and reading. For example, how to structure attention, limit knowledge,
choreograph movement, regulate pace, and distribute safety and danger.
In doing so, they transform levels, localities, and arenas, big or
small, into affective machines: corridors become arguments about
vulnerability, checkpoints become politics of relief, maps become
instruments of control and disorientation, and environmental cues become
a language of dread. This focus invites contributors to treat “levels”
not only as discrete segments of gameplay, but as cultural forms where
historical imaginaries, cultural memories, destroyed or reimagined urban
landscapes, and social narratives are translated into navigable worlds.
Urban and architectural imaginaries are especially relevant here:
streets, housing blocks, subway areas, transit corridors, basements,
ports, underpasses, stairwells, ruins, and liminal zones recur across
games as design resources for unease. Such spaces are never purely
physical; they are also symbolic (loaded with cultural meanings) and
imagined (produced by rumor, folklore, news, cinema, and online
circulation).
A central thread of the collection is the relationship between fear,
space, and cultural memory. It starts from a simple but far-reaching
premise: interactive media do not merely represent fear, they
operationalize it.
We invite chapter proposals for Scary Levels: Designing Fear in Games
and Interactive Media, an edited volume that examines how fear is
designed, staged, and negotiated through interactive systems. Moving
beyond approaches that treat horror primarily as narrative content, this
collection foregrounds fear as an experiential, spatial, and cultural
phenomenon - one that is produced through playable architectures
(levels, routes, thresholds), procedural constraints (scarcity, pursuit,
uncertainty), perceptual regimes (visibility, sound, interface), and the
interpretive labor of players navigating environments saturated with
implication, memory, and threat.
Particular attention is given to environmental storytelling and
indexical storytelling: the ways games communicate fear through traces
rather than exposition. Documents, recordings, photographs, residual
sounds, stains, broken objects, worn paths, abandoned rooms, and
environmental micro-details function as evidence of unseen events and
absent bodies. These elements invite players to reconstruct a world
through inference, turning interpretation into a form of vulnerability.
We welcome contributions that theorize indexical storytelling as a
narrative design technique of fear and connect it to environmental
storytelling, spatial history, and affective play.
Methodologically, the volume encourages interdisciplinary work that
links game studies with approaches from human geography, cultural
studies, urban analysis, architecture, memory studies, and the digital
humanities. Chapters proposing or demonstrating innovative ways of
analyzing fear in interactive media are encouraged - through spatial
annotation, route analysis, critical cartography, archival
reconstruction, interface analysis, sound studies, production studies,
player reception, or practice-based research. The goal is not only to
interpret horror, but to clarify how fear is built across design layers
and how interactive spaces can be read as cultural and historical
formations.
As fear and anxiety come in different forms, may be subjective, and are
highly interpretative, this collection is interested in various
unconventional genres and narrative forms in which these issues appear
-from RPGs and romance visual novels to stealth games, walking
simulators, VR experiences, action-adventures, and multiplayer games.
Thus, while chapters may focus on horror titles, we also welcome work on
non-horror games and interactive media where fear, unease, anxiety,
threat, or insecurity are central to the experience.
Essays may explore, but are not limited to, the following topics:
• Representation and perception of fear in digital literature,
interactive media, or video games
• Perspective and camera as fear machines
• Vulnerability and safe spaces
• Designing fear through space and movement
• Save points as politics of relief
• Maps as instruments of control and disorientation
• Narratological structures of fear
• Structures of feeling and structures of fearing
• Heterotopia in video games
• Hermeneutics of suspicion in digital narratives
• Fear/anxiety in stealth games
• Fear in multiplayer games
• Ruinophilia and ruinophobia
• Level design in affective play
• Indexical storytelling in fantasy video games
• Indexical storytelling and architecture in video games
Interested authors are invited to submit their proposal (400–500 words)
and a short bio (max. 200 words, including the author’s academic
affiliation) by July 1, 2026, to (scarylevelsbook /at/ gmail.com)
<mailto:(scarylevelsbook /at/ gmail.com)>.
Authors will be notified of acceptance by August 1, 2026. The deadline
for full essay submissions is December 1, 2026.
Full essays should be 7,000–8,000 words (including references, notes,
and citations) and follow the Chicago Manual of Style. The collection
will be published with an established academic press, with Routledge
expressing preliminary interest.
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