Exploring Guilt, Trauma, and Redemption: A Psychoanalytic Study of Silent Hill 2’s Dialogue and Monologue
Abstract
This study examines Silent Hill 2 through Freud’s psychoanalytic theory, analyzing how James Sunderland’s dialogues and monologues reflect guilt, trauma, and redemption. The findings reveal that denial, projection, and repression manifest in his interactions, shaping his psychological struggle. The game’s symbolic environment externalizes his unconscious conflicts, reinforcing its narrative depth. This research underscores the potential of video games as a medium for exploring complex psychological themes and contributes to interdisciplinary discussions in psychoanalysis, literary studies, and media studies.
Keywords
References
Bryman, A. (2016). Social research methods. Oxford University Press.
Caruth, C. (1996). Unclaimed experience: Trauma, narrative, and history. Johns Hopkins University Press.
Charmaz, K. (2014). Constructing grounded theory. Sage.
Cramer, P. (2015). Protecting the self: Defense mechanisms in action. Guilford Publications.
Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches. Sage.
Felman, S. (2003). Writing and madness. Stanford University Press.
Fludernik, M. (2009). An introduction to narratology. Routledge.
Freud, S. (2018). The ego and the id. Courier Dover Publications.
Freud, S. (2001). The interpretation of dreams. Dover Publications.
Freud, S. (2015). The ego and the id. Dover Publications.
Gee, J. P. (2011). An introduction to discourse analysis: Theory and method. Routledge.
Herman, D. (2009). Basic elements of narrative. John Wiley & Sons.
Herman, J. L. (2015). Trauma and recovery: The aftermath of violence–from domestic abuse to political terror. Basic Books.
Homer, S. (2005). Jacques Lacan. Routledge.
Hobson, R. P. (2016). The psychoanalytic background. In Brief Psychoanalytic Therapy (pp. 1–14). Oxford University Press.
Jung, C. G. (2014). Man and his symbols. Dell Publishing Company.
Kirkland, E. (2005). Restless dreams inSilent Hill: Approaches to video game analysis. Journal of Media Practice, 6(3), 167–178.
Lacan, J. (2006). Écrits: The first complete edition in English. W. W. Norton & Company.
Lacan, J. (2016). The four fundamental concepts of psycho-analysis. Karnac Books.
Miles, M. B., Huberman, A. M., & Saldana, J. (2014). Qualitative data analysis: A methods sourcebook. Sage.
Nurrachman, D. (2023). Critical Theory: Teori-Teori Kritik Sastra dan Budaya Kontemporer (pp. 89–90). CV. PUTRA SURYA SANTOSA. (2023)
Rogers, R. (2016). How video games impact players: The pitfalls and benefits of a gaming society. Lexington Books.
Rycroft, C. (1968). A critical dictionary of psychoanalysis. Basic Books.
The Silent hill franchise (1999–2009). (n.d.). In Silent Hill (pp. 136–138). University of Michigan Press. Retrieved December 11, 2024, from https://doi.org/10.2307/j.ctv65swb6.10
Vanri, K. F., & Hasbiyalloh, B. Y. (2011). Games Online dan Katarsis Virtual (Studi Kasus dengan Analisis Psikoanalisis Freud pada Kecenderungan Permainan Game Interaktif Point Blank dan Second Life). Jurnal ULTIMA Comm, 3(2), 35–54. https://doi.org/10.31937/ultimacomm.v3i2.198
Vaillant, G. E. (2012). Ego mechanisms of defense: A guide for clinicians and researchers. American Psychiatric Pub
Wolf, M. J. P. (2010). The Medium of the Video Game. University of Texas Press.
DOI: https://doi.org/10.24853/elif.7.2.%25p
Refbacks
- There are currently no refbacks.
Abstracting/Indexing |
English Language in Focus (ELIF) is published by This work is licensed under
|