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What is Mystic

Handbook of Research on Aestheticization of Violence, Horror, and Power
An event, fact, or behavior that is incomprehensible with reason and logic.
Published in Chapter:
Reality Augmented Nightmares or Experiences of Fear
Munevver Elif Gurses (Ondokuz Mayıs University, Turkey) and Sena Sahin (Ondokuz Mayis University, Turkey)
DOI: 10.4018/978-1-7998-4655-0.ch029
Abstract
Virtual reality- and augmented reality-supported games can be used to appeal to all tastes and audiences, especially for people who seek adventure, adrenaline, and fear and who want to take a break from their daily life with action. The element of fear, which has been used frequently in every branch of art, has been indispensable in the field of entertainment and art, although it is far from the functioning of this feeling. When we look at the purpose of fear, it is an unconscious sensation that allows the person to take action against a situation that threatens or endangers the life of the person. The person is afraid of danger and develops a reaction to the situation. Fear within the boundaries of entertainment and art, although parallel to this situation, is a controlled and safe form of true fear. Fear of man in the face of art or game area creates emotional satisfaction because it will not cause a life threat. For this reason, films and games created, especially in the genre of fear, are indispensable for the masses.
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Human Capital Formation for the Fourth Industrial Revolution: The Role of Women
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