Lights, Camera, (Hypermedi)action

In class, we have discussed the meaning and the role that hypermediation plays in different contemporary horror and non-horror examples. For example, we discussed hypermediation in A Head Full of Ghosts, the Office, Deadpool, and more. In all of these examples, the main characters draw attention to the medium that is being used to view their current scene. This makes us as a viewer conscious of our role in the story and evokes a sense of immediacy since we recognize our relation to the scene and the characters acknowledge it as well.

In the article we read for class today by Ewan Kirkland, he explores the role of hypermediation and immediacy in horror video games. While he emphasizes the difference between hypermediation and immediacy, to me they seem to both achieve the same goal of drawing in the audience and making their experience feel real and immediate. However, I do understand the difference of the two, as Kirkland unveils that hypermediacy is more technical and achieves a different reflective outcome.

Kirkland uses a specific example of hypermediacy in horror video games: the use of CCTV as a lens in the game. He explains the use of CCTV as “camera reality” because it narrates the game in a surveillance lens rather than a lens as if you are the actual character in the video game and fighting your own battle. Kirkland gives a variety of examples of “camera reality”, and they all remove the audience from the actual character in the video game. This creates a “big brother” like situation where the video game player is more aware that they are an actual outsider and not actually a video game character.

The examples Kirkland offers also showcases technology’s role in the video game itself. I think that technology is used to give the audience just enough of an insight into the game while still remaining removed and detached from the actual player itself, which will alter the player’s behaviors and actions while playing the game.