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HOST 15 (1) pp. 83–98 Intellect Limited 2024
Horror Studies
Volume 15 Number 1
www.intellectbooks.com 83
© 2024 Intellect Ltd Article. English language. https://doi.org/10.1386/host_00082_1
Received 20 December 2021; Accepted 31 October 2023; Published Online April 2024
ALEXANDER J. ZAWACKI
University of Göttingen
Glitches and ghosts: The
digital uncanny in video
games and creepypasta
ABSTRACT
This article seeks to address the phenomenon of glitches and ‘creepypasta’, or short
anonymous stories (usually in prose but sometimes presented in other media), that
focus on video games and related ludic media. The inherent uncanniness of the
glitch – as an affront to player agency and an assertion of mysterious operations
performed ‘under the hood’, as though possessed of an agency of their own – is
assessed, as well as the ways in which such eerie interruptions are put to use in
fictional narratives about haunted video games. It is argued that the glitch, as
an instance of a video gamer asserting its own agency which is alien and often
actively opposed to that of the player, is fertile ground for narratives about games
which exert their own occulted willpower. Stories about such games often feature
the player being overpowered by the media they engage with, inverting the normal
ontological hierarchy between the player and the played.
INTRODUCTION
Creepypasta irrupted into the scholarly and national discourses at the same
time: in 2014, when two preteen girls in Wisconsin brutally stabbed a class-
mate nineteen times in an attempt to sacrifice her to the digitally born
monster known as the Slender Man. Belatedly, a growing number of academ-
ics have turned to this massive corpus of online horror storytelling, although
KEYWORDS
Legend of Zelda
Pokémon
Slender Man
horror
internet horror
virtual gothic