<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-17T14:55:46Z</responseDate><request verb="GetRecord" identifier="oai:www.recercat.cat:2117/420998" metadataPrefix="marc">https://recercat.cat/oai/request</request><GetRecord><record><header><identifier>oai:recercat.cat:2117/420998</identifier><datestamp>2025-07-22T23:54:23Z</datestamp><setSpec>com_2072_1033</setSpec><setSpec>col_2072_452951</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Boces Obis, David</subfield>
      <subfield code="e">author</subfield>
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      <subfield code="c">2024-07-17</subfield>
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      <subfield code="a">Although the weird and the eerie have been a cause of study for other media like&#xd;
books, films and music, the research on the video games has not been as much. Because of&#xd;
that, there is not any methodology ready to follow for the creation of a weird and/or eerie&#xd;
video game such as Outer Wilds, Alan Wake, Superliminal and Control.&#xd;
The goal of this thesis is to create a decalogue that could be followed step by step in&#xd;
order to originate a video game that evokes these fringed feelings. How can we make the&#xd;
player feel weird and eerie sensations through the main video game’s world, rules and&#xd;
mechanics without giving up on their freedom? Can the weird and the eerie be key motivators&#xd;
in indie video games? How do they achieve the other media to transmit those?&#xd;
To find an answer to the previous questions there are some steps and points to cover.&#xd;
First of all, it is necessary to know what the weird and the eerie are, how they affect people,&#xd;
how they react to those…, and learn about the most important frameworks in game design,&#xd;
the different sections a video game can be divided by and the player’s feelings inside games.&#xd;
Moreover, I need to know what actual players feel by means of a survey featuring questions&#xd;
of how weird and eerie elements are being represented in well-known video games. Finally,&#xd;
the analysis of these video games through an analysis template is necessary to learn about&#xd;
how modern video games try to evoke the weird and the eerie. Having all the previous steps&#xd;
covered, I have been able to make a decalogue guiding the interested developers to create a&#xd;
video game focusing on the weird and the eerie.&#xd;
Having all this in mind, my thesis is open to iterations, upgrades and free to use for&#xd;
those interested in the matter, willing to help all developers wanting to create a unique video&#xd;
game having the weird and the eerie as the core of it. Despite having a larger list of indie&#xd;
video games, I ended up reviewing both indie and AA (AAA) productions in order to find&#xd;
some balance and differences between them. Even so, some questions related to this came to&#xd;
my mind while working on it: are weird and eerie video games mostly indie productions? If&#xd;
so, why is that?</subfield>
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   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs</subfield>
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   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Video games--Design</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Aesthetics</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Eerie</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Fisher</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Freedom</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Game Design</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Grotesque</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Mechanics</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Player</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Weird</subfield>
   </datafield>
   <datafield tag="653" ind2=" " ind1=" ">
      <subfield code="a">Videojocs--Disseny</subfield>
   </datafield>
   <datafield ind2="0" ind1="0" tag="245">
      <subfield code="a">The weird and the eerie in video games</subfield>
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