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May 28, 2026Horror Studies0 citations

Make-believe games for survival in the self-reflexive slasher horror

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JCJunxian Cai

Key Points

  • The research examines the relationship between horror films and viewers, focusing on the concept of make-believe and its role in societal survival.
  • Analyzes aesthetic distance in horror films with respect to viewers' engagement.
  • Applies Kendall Walton's theory to explore the paradox of fiction in slasher films.
  • Examines the Scream series to illustrate active participation in fictional narratives.
  • Demonstrates that horror engages viewers in a survival game reflecting real-world unpredictability.
  • Shows that the Scream franchise enhances immersion in fictional experiences rather than diminishing them.
  • Argues that slasher films serve as a commentary on contemporary hyper-mediated society.

Abstract

This article explores the aesthetic distance between horror films and their viewers by reconsidering the philosophical problem, the ‘paradox of fiction/horror’. Referring to Kendall Walton’s theory, I argue that horror film viewing is a game of make-believe for survival in an unpredictable world, which is a motif of meta-cinematic slasher films. By examining Wes Craven’s Scream series, I show how the franchise, rather than maintaining the postmodern condition, accentuates active immersion in fiction for surviving a hyper-mediated society that operates like fiction, an allegory of our current image-society.

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Cite This Study

Junxian Cai (2026) studied this question.

synapsesocial.com/papers/6a17dcbb3fad632b0f9d969bhttps://doi.org/10.1386/host_00110_1
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