0_Wizard
I enjoy reading horror fiction.  when I get a chance to read. 
Horror is frequently supernatural, though it can be non-supernatural.
chosen_Horror_fiction_0
Horror fiction
chosen_topic_0_Horror_fiction
Horror fiction
Horror is a genre of fiction which is intended to, or has the capacity to frighten, scare, disgust, or startle its readers or viewers by inducing feelings of horror and terror. Literary historian J. A. Cuddon has defined the horror story as "a piece of fiction in prose of variable length... which shocks or even frightens the reader, or perhaps induces a feeling of repulsion or loathing". It creates an eerie and frightening atmosphere. Horror is frequently supernatural, though it can be non-supernatural. Often the central menace of a work of horror fiction can be interpreted as a metaphor for the larger fears of a society.
Leigh Blackmore
Leigh (David) Blackmore (born 1959) is an Australian horror writer, critic, editor, occultist and musician. He was the Australian representative for the Horror Writers of America (1994-95) and served as the second President of the Australian Horror Writers Association (2010–2011). His work has been nominated four times for the Ditmar Award, once for fiction and three times for the William Atheling Jr. Award for criticism. He has contributed entries to such encyclopedias as S.T. Joshi and Stefan J. Dziemianowicz (eds) "Supernatural Literature of the World" (Greenwood Press, 2005, 3 vols) and June Pulliam and Tony Fonseca (eds), "Ghosts in Popular Culture and Legend" (ABC-Clio, 2016).
Horror Fiction in Seven Spooky Steps
"Horror Fiction in Seven Spooky Steps" is the fifth episode of the third season of the U.S. television series "Community". It first aired on October 27, 2011 on NBC and is the series' 2011 Halloween episode. In the episode, Britta is led to believe that one member of the group is a psychopath and is determined to find out who it is. Though her plan was to gauge the reaction of the other characters after telling them a horror story, all the other characters end up telling stories of their own. Each story illustrates how each character views each other and themselves. The episode was written by series creator Dan Harmon and directed by Tristram Shapeero.
Stephen King
Stephen Edwin King (born September 21, 1947) is an American author of horror, supernatural fiction, suspense, science fiction, and fantasy. His books have sold more than 350 million copies, many of which have been adapted into feature films, miniseries, television series, and comic books. King has published 54 novels, including seven under the pen name Richard Bachman, and six non-fiction books. He has written around 200 short stories, most of which have been collected in book collections. His novella "Rita Hayworth and Shawshank Redemption" was the basis for the film "The Shawshank Redemption" which is widely regarded as one of the greatest films of all time and was in fact voted the greatest film of all time by "Empire" magazine readers in "The 201 Greatest Movies of All Time" poll in March, 2006.
Survival horror
Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambience. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, like dark maze-like environments and unexpected attacks from enemies.
Danse Macabre (book)
Danse Macabre is a 1981 non-fiction book by Stephen King, about horror fiction in print, radio, film and comics, and the influence of contemporary societal fears and anxieties on the genre. It was republished on February 23, 2010 with an additional new essay entitled ""What's Scary"". "Danse Macabre" examines the various influences on King's own writing, and important genre texts of the 19th and 20th centuries. "Danse Macabre" explores the history of the genre as far back as the Victorian era, but primarily focuses on the 1950s to the 1970s (roughly the era covering King's own life at the time of publication).
Genre fiction
Genre fiction, also known as popular fiction, is plot-driven fictional works written with the intent of fitting into a specific literary genre, in order to appeal to readers and fans already familiar with that genre. Genre fiction is generally distinguished from literary fiction. Some writing may be considered both literary and genre, such as the science fiction writing of Nobel laureate Doris Lessing and Margaret Atwood. Georges Simenon, the creator of the Maigret detective novels, has been described by André Gide as 'the most novelistic of novelists in French literature'. The main genres are crime, fantasy, romance, science fiction, western, inspirational and horror.
1_Apprentice
That's interesting, horror is very captivating to me but sometimes it can frighten me too much.
0_Wizard
ha me too!  But I suppose the intention of it is to frighten and startle the readers.
Horror is a genre of fiction which is intended to, or has the capacity to frighten, scare, disgust, or startle its readers or viewers by inducing feelings of horror and terror.
chosen_Horror_fiction_0
Horror fiction
chosen_topic_0_Horror_fiction
Startle response
In animals, including humans, the startle response is a largely unconscious defensive response to sudden or threatening stimuli, such as sudden noise or sharp movement, and is associated with negative affect. Usually the onset of the startle response is a startle reflex reaction. The startle reflex is a brainstem reflectory reaction (reflex) that serves to protect vulnerable parts, such as the back of the neck (whole-body startle) and the eyes (eyeblink) and facilitates escape from sudden stimuli. It is found across the lifespan of many species. An individual's emotional state may lead to a variety of responses.
Fear-potentiated startle
Fear-potentiated startle (FPS) is a reflexive physiological reaction to a presented stimulus, and is an indicator of the fear reaction in an organism. The FPS response can be elicited in the face of any threatening stimulus (e.g., any object, person or situation that would cause someone to experience feelings of fear), but it can also be elicited by a neutral stimulus as a result of fear conditioning, a process that occurs when a benign stimulus comes to evoke fear and anxiety upon being paired with a traumatic or fear-provoking event. The stimulus in question is usually of auditory (e.g., loud noise) or visual (e.g., bright light) nature, and startle response measures include eyeblink rates and pulse/heart rate.
Affective neuroscience
Affective neuroscience is the study of the neural mechanisms of emotion. This interdisciplinary field combines neuroscience with the psychological study of personality, emotion, and mood. The existence of so-called 'basic emotions' and their defining attributes represents a long lasting and yet unsettled issue in psychology. Emotions are thought to be related to activity in brain areas that direct our attention, motivate our behavior, and determine the significance of what is going on around us. Pioneering work by Paul Broca (1878), James Papez (1937), and Paul D. MacLean (1952) suggested that emotion is related to a group of structures in the center of the brain called the limbic system, which includes the hypothalamus, cingulate cortex, hippocampi, and other structures.
Jumping Frenchmen of Maine
The Jumping Frenchmen of Maine were a group of 19th-century lumberjacks who exhibited a rare disorder of unknown origin. The syndrome entails an exaggerated startle reflex which may be described as an uncontrollable "jump"; individuals with this condition can exhibit sudden movements in all parts of the body. Jumping Frenchmen syndrome shares some symptoms with other startle disorders. Individuals with this condition were first found in the Moosehead Lake region of Maine, and were first described by George Miller Beard in 1878. George Miller Beard recorded individuals who would obey any command given suddenly, even if it meant striking a loved one; the Jumping Frenchmen seemed to react abnormally to sudden stimuli.
The Idler (1758–60)
The Idler was a series of 103 essays, all but twelve of them by Samuel Johnson, published in the London weekly the "Universal Chronicle" between 1758 and 1760. It is likely that the Chronicle was published for the sole purpose of including "The Idler", since it had produced only one issue before the series began, and ceased publication when it finished. The authors besides Johnson were Thomas Warton, Bennet Langton, and Joshua Reynolds. Johnson's biographer, James Boswell, recalled that Johnson wrote some of the essays in "The Idler" "as hastily as an ordinary letter". He said that once while visiting Oxford, Johnson composed an essay due for publication the next day in the half-hour before the last post was collected.
Prepulse inhibition
Prepulse inhibition (PPI) is a neurological phenomenon in which a weaker prestimulus (prepulse) inhibits the reaction of an organism to a subsequent strong startling stimulus (pulse). The stimuli are usually acoustic, but tactile stimuli (e.g. via air puffs onto the skin) and light stimuli are also used. The reduction of the amplitude of startle reflects the ability of the nervous system to temporarily adapt to a strong sensory stimulus when a preceding weaker signal is given to warn the organism. PPI is detected in numerous species ranging from mice to human. Although the extent of the adaptation affects numerous systems, the most comfortable to measure are the muscular reactions, which are normally diminished as a result of the nervous inhibition.
Deimatic behaviour
Deimatic behaviour, threat display, or startle display in animals means any pattern of behaviour, such as suddenly displaying conspicuous eyespots, to scare off or momentarily distract a predator, thus giving the prey animal an opportunity to escape. The term deimatic or dymantic originates from the Greek δειματόω (deimatόo), meaning "to frighten". Deimatic display occurs in widely separated groups of animals, including moths, butterflies, mantises and phasmids among the insects. In the cephalopods, different species of octopuses, squids, cuttlefish and the paper nautilus are deimatic. Displays are classified as deimatic or aposematic by the responses of the animals that see them.
1_Apprentice
Yes, I agree with you that is the intent. Do you think that horror is usually more consistent in novels as opposed to movie presentations, generally speaking?
0_Wizard
I think so.  Generally, it seems more realistic (I guess in my mind) while I read rather than when I see it in movies.  In fact, I don't really like horror movies at all.
It creates an eerie and frightening atmosphere.
chosen_Horror_fiction_0
Horror fiction
chosen_topic_0_Horror_fiction
Horror film
A horror film is a movie that seeks to elicit a physiological reaction, such as an elevated heartbeat, through the use of fear and shocking one’s audiences. Initially often inspired by literature from authors like Edgar Allan Poe, Bram Stoker and Mary Shelley, horror has existed as a film genre for more than a century. The macabre and the supernatural are frequent themes. Horror may also overlap with the fantasy, supernatural fiction and thriller genres. Horror films often aim to evoke viewers' nightmares, fears, revulsions and terror of the unknown. Plots within the horror genre often involve the intrusion of an evil force, event, or personage into the everyday world.
Dump months
The dump months are what the film community calls the two periods of the year when there are lowered commercial and critical expectations for most new releases. Audiences during these periods are smaller than the rest of the year, so no tentpole movies are released. January and February are usually most commonly described this way, with August and September sometimes included. Releases during those times primarily include films that would have been released at other times of year had they done better at test screenings, films with less prominent stars, genre films (particularly horror), movies that cannot be easily marketed and films intended for a teenage audience, which has fewer entertainment options outside the home.
B movie
A B movie or B film is a low-budget commercial movie, but not an arthouse film. In its original usage, during the Golden Age of Hollywood, the term more precisely identified films intended for distribution as the less-publicized bottom half of a double feature (akin to B-sides for recorded music). Although the U.S. production of movies intended as second features largely ceased by the end of the 1950s, the term "B movie" continues to be used in its broader sense to this day. In its post–Golden Age usage, there is ambiguity on both sides of the definition: on the one hand, the primary interest of many inexpensive exploitation films is prurient; on the other, many B movies display a high degree of craft and aesthetic ingenuity.
Titus Andronicus
Titus Andronicus is a tragedy by William Shakespeare, believed to have been written between 1588 and 1593, probably in collaboration with George Peele. It is thought to be Shakespeare's first tragedy, and is often seen as his attempt to emulate the violent and bloody revenge plays of his contemporaries, which were extremely popular with audiences throughout the 16th century. The play is set during the latter days of the Roman Empire and tells the fictional story of Titus, a general in the Roman army, who is engaged in a cycle of revenge with Tamora, Queen of the Goths. It is Shakespeare's bloodiest and most violent work, and traditionally was one of his least respected plays; although it was extremely popular in its day, by the later 17th century it had fallen out of favour.
Horror (Garo)
Originally from a , the normal variety of Horrors, called which are grotesque black-winged skeletal demons. An Inga Horror enters the human world by being attracted to the darkness inside human beings that its kind feed on, using an object as a portal to travel from the Demon World. Those items, called Inga Gates, are objects with large amount of darkness from either playing a role in some sort of naturally accumulated atrocity like mass murder or a traumatic experience left unresolved. There are also Inga Gates that are created by someone infusing the object with dark energies. Regardless, all Inga Gates are usually activated when person with inner darkness approaches them, with the emerging Horror turning that person or any other living thing nearby into a host body.
List of recurring The Simpsons characters
"The Simpsons" includes a large array of supporting characters: co-workers, teachers, family friends, extended relatives, townspeople, local celebrities, fictional characters within the show, and even animals. The writers originally intended many of these characters as one-time jokes or for fulfilling needed functions in the town. A number of them have gained expanded roles and have subsequently starred in their own episodes. According to the creator of "The Simpsons", Matt Groening, the show adopted the concept of a large supporting cast from the Canadian sketch comedy show "Second City Television".
List of films considered the worst
The films listed below have been cited by a variety of notable critics in varying media sources as being among the worst films ever made. Examples of such sources include Metacritic, Roger Ebert's list of most-hated films, "The Golden Turkey Awards", "Leonard Maltin's Movie Guide", Rotten Tomatoes, the Stinkers Bad Movie Awards, "Mystery Science Theater 3000", and the Golden Raspberry Awards ("Razzies"). "Reefer Madness" (originally released as "Tell Your Children" and sometimes titled or subtitled as "The Burning Question", "Dope Addict", "Doped Youth", and "Love Madness") is a 1936 American exploitation film and propaganda work revolving around the melodramatic events that ensue when high school students are lured by pushers to try marijuana—from a hit and run accident, to manslaughter, suicide, attempted rape, and descent into madness.
1_Apprentice
I figured you might feel this way. I agree that horror seems more difficult to translate to movies the way it does in books. Have you played any horror video games?
0_Wizard
I have watched Resident Evil being played...but never played it myself.  Do you play them?
Resident Evil, known as in Japan, is a survival horror video game-based media franchise created by Shinji Mikami and Tokuro Fujiwara and owned by the video game company Capcom.
partner_Resident_Evil_0
Resident Evil
partner_1_Resident_Evil
List of Resident Evil characters
This is a list of "Resident Evil" characters, which includes playable and recurring characters that were introduced in "Resident Evil" , a series of survival horror video games.   The Umbrella Corporation is an international pharmaceutical company in the "Resident Evil" universe. Founded in 1968 by prominent British royal descendants Oswell E. Spencer and Edward Ashford, along with Dr. James Marcus, it is portrayed in the series as a major international player in pharmaceutical goods and medical supplies, along with more clandestine operations utilizing genetic engineering. Their legitimate status is only a front for their secret research of "bio-organic weapons" (B.O.W.s), developed through the use of a unique virus discovered by the company founders.
Resident Evil
Resident Evil, known as in Japan, is a survival horror video game-based media franchise created by Shinji Mikami and Tokuro Fujiwara and owned by the video game company Capcom. The franchise focuses around a series of survival horror video games, but has since branched out into comic books, novels, novelizations, sound dramas, live-action films, animated sequels to the games, and a variety of associated merchandise, such as action figures. The series' overarching plot focuses on multiple characters, and their roles in recurring outbreaks of zombies and other monsters, initially due to the release of the T-virus, but still more biological weapons over time, created mainly by the fictional Umbrella Corporation and various other organizations in later games.
Resident Evil 4
Resident Evil 4, known in Japan as Biohazard 4, is a third-person shooter survival horror video game developed and published by Capcom. The sixth major installment in the "Resident Evil" series, the game was originally released for the GameCube in North America and Japan in January 2005, and in Europe and Australia in March 2005. The story of "Resident Evil 4" follows the U.S. government special agent Leon S. Kennedy, who is sent on a mission to rescue Ashley Graham, the U.S. President's daughter whom a sinister cult has kidnapped. Traveling to a rural area of Spain, Leon fights hordes of violent villagers and reunites with the mysterious spy Ada Wong.
Resident Evil 2
Resident Evil 2, known in Japan as Biohazard 2, is a survival horror video game developed and published by Capcom and released for the PlayStation in 1998. The player controls Leon S Kennedy and Claire Redfield, who must escape Raccoon City after its citizens are transformed into zombies by a biological weapon two months after the events of the original "Resident Evil." The gameplay focuses on exploration, puzzles, and combat; the main difference from its predecessor are the branching paths, with each player character having unique storylines and obstacles. "Resident Evil 2" was directed by Hideki Kamiya, produced by Shinji Mikami — director of the first "Resident Evil" — and developed by a team of 40–50 over 21 months.
Resident Evil 5
Resident Evil 5, known in Japan as Biohazard 5, is a third-person shooter video game developed and published by Capcom and released in 2009. It is the seventh major installment in the "Resident Evil" series, and was announced in 2005—the same year its predecessor "Resident Evil 4" was released. "Resident Evil 5" was released for the PlayStation 3 and Xbox 360 consoles in March 2009 and for Microsoft Windows in September that year. The plot involves an investigation of a terrorist threat by Bioterrorism Security Assessment Alliance (BSAA) agents Chris Redfield and Sheva Alomar in Kijuju, a fictional region of Africa.
Resident Evil 3: Nemesis
Resident Evil 3: Nemesis is a survival horror video game developed by Capcom and originally released for the PlayStation video game console in 1999. It is the third installment in the "Resident Evil" video game series and takes place before and after the events of "Resident Evil 2". The story follows Jill Valentine and her efforts to escape from a city infected with a biological weapon. Player's choices through the game affect how the story unfolds and which ending is achieved. Originally planned as a spin-off featuring a different protagonist, "Resident Evil 3" was designed to have more action-oriented gameplay than previous "Resident Evil" games.
Ada Wong
Introduced as a supporting character in the video game "Resident Evil 2" in 1998, Ada () later appeared as a player character or in supporting roles in the video games "Resident Evil 4", "", "", "" and "Resident Evil 6", as well as in the animated film "". The live-action film series' version of Ada appeared in "". Ada was well received and became one of the most popular characters in the series. An American woman of Chinese descent, Ada is first mentioned in the original "Resident Evil" (1996) set in the year 1998. A letter written by dying Umbrella Corporation researcher John was addressed to a woman named Ada.
1_Apprentice
Yea I have played a few (usually with people nearby). Examples are dead space and resident evil, I think the interactivity adds to my surprise and helps immerse me.
0_Wizard
That's interesting.  I never considered a video game doing that...but I guess that's where all the VR stuff is getting so popular
no_passages_used
no_passages_used
no_passages_used
no_passages_used
Virtual reality
Virtual reality (VR) is a computer-generated scenario that simulates a realistic experience. The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality or sci-fi. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset, or through a smartphone or tablet device. Current VR technology most commonly uses virtual reality headsets or multi-projected environments, sometimes in combination with physical environments or props, to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual or imaginary environment.
Superhot
Superhot is an independent first-person shooter video game developed and published by Superhot Team. Though the game follows traditional first-person shooter gameplay mechanics, with the player attempting to take out enemy targets using guns and other weapons, time within the game only progresses when the player moves; this creates the opportunity for the player to assess their situation and respond appropriately, making the gameplay similar to strategy video games. The game is presented in a minimalist art style, with enemies in red and weapons in black, in contrast to the otherwise white and grey environment.
Video game
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor. The word "video" in "video game" traditionally referred to a raster display device, but as of the 2000s, it implies any type of display device that can produce two- or three-dimensional images. Some theorists categorize video games as an art form, but this designation is controversial. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld computing devices.
History of video games
The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was "Spacewar!
List of Jimmy Fallon games and sketches
The following is a list of recurring games, sketches, and other comedy routines from the NBC late night talk show "The Tonight Show Starring Jimmy Fallon", and its predecessor, "Late Night with Jimmy Fallon". The sketches feature host Jimmy Fallon, house band The Roots, announcer/sidekick Steve Higgins, the show's writers, celebrity guests, and audience members. Most of the skits below appeared only on "Late Night", while some have carried over to the "Tonight Show". Every Tuesday on the show, Jimmy weighs the pros and cons of a topic that's currently in the news, with the pros being the setups and the cons being the punchlines.
Dennis Miller
Dennis Michael Miller (born November 3, 1953) is an American stand-up comedian, talk show host, political commentator, sports commentator, actor, and television and radio personality. He rose as a cast member of "Saturday Night Live" in 1985, and subsequently hosted a string of his own talk shows on HBO, CNBC, and in syndication. From 2007 to 2015, Miller hosted a daily, three-hour, self-titled talk radio program, nationally syndicated by Westwood One. He is known for his critical assessments of current events, laced with pop culture references and delivered in an idiosyncratic verbal style. Miller is listed as 21st on Comedy Central's 100 greatest stand up comedians of all time, and was ranked as the best host of SNL's "Weekend Update" by Vulture.com.
List of villains in VR Troopers
This is a list of villains in the television show "VR Troopers". Ziktor Industries is a company owned by the fictional Karl Ziktor, aka Grimlord. The company served as his base of operations from the other side of the reality barrier. It is operated as ruthlessly as the virtual world and is poorly regarded by many of Cross World City's citizens. However no one (the Troopers and Professor Hart included) is aware that Ziktor and Grimlord are the same person. Very little is seen of the building except for the exterior (taken from Metalder) and Ziktor's office. Throughout the show's run, the office scenes mostly serve as a bridge into Ziktor's transformation into Grimlord and most of his actions take place in Virtual Reality than here.
1_Apprentice
I agree, I haven't tried VR yet but I can see it's popularity increasing. Reading is still wonderful because it keeps the mind sharp, but I like games too so switching it up works for me.