Jump scare

From Wikipedia, the free encyclopedia

A jump scare is a technique often used in horror films and video games, intended to scare the audience by surprising them with an abrupt change in image or event, usually co-occurring with a loud, frightening sound.[1][2] The jump scare has been described as "one of the most basic building blocks of horror movies".[2] Jump scares can surprise the viewer by appearing at a point in the film where the soundtrack is quiet and the viewer is not expecting anything alarming to happen,[3] or can be the sudden payoff to a long period of suspense.[4]

Some critics have described jump scares as a lazy way to frighten viewers,[5] and believe that the horror genre has undergone a decline in recent years following an over-reliance on the trope, establishing it as a cliché of modern horror films.[6]

In film[]

Prior to the 1980s, jump scares were a relatively rare occurrence in horror movies; however, they became increasingly common in the early 1980s as the slasher subgenre increased in popularity.[7]

Carrie, released in 1976, has one of the first modern jump scares.[8] The scene, which occurs at the end of the film, is credited as the inspiration for the use of a final jump scare in the 1980 movie Friday the 13th, to show that an apparently dead villain had survived.[9]

The 1979 film When a Stranger Calls uses a form of jump scare to suddenly reveal the location of the antagonist to both the protagonist and the audience. Film writer William Cheng describes this as causing a "sudden vanishing of the protective walls surrounding the film's protagonist", in turn giving the viewer at home a sense that the intruder is also somehow closer to them.[10]

The 2009 film Drag Me to Hell contains jump scares throughout,[4] with director Sam Raimi saying he wanted to create a horror film with "big shocks that’ll hopefully make audiences jump."[11]

In video games[]

Resident Evil is often cited as the first video game to use jump scares. The player, during the course of the game, walks through a hallway where the music begins to lower. About halfway through the hall, zombie dogs will suddenly leap through the windows and the music will peak in volume and intensity.

The video game Daylight was described as being a "vehicle for jump scares", and though reviewers praised its successful use of jump scares, they commented that as the game wore on jump scares alone weren't a sufficient tool for scaring players.[12][13]

The 2014 video game franchise Five Nights at Freddy's was described as "perfect for live streaming" in part due to its use of jump scares.[14]

In advertising[]

In 2004, K-fee (Kaffee), a German caffeinated energy drink company, released nine television advertisements that feature peaceful footage, such as a car driving through a green valley, or two people at a beach. A zombie or gargoyle then pops up on the screen, along with a loud, high-pitched scream, potentially scaring the viewer. At the end of each advertisement, the slogan, "So wach warst du noch nie", which translates into English as, "You’ve never been so awake", appears on the screen, simulating the effect the energy drink will have on its consumers.[15] Three "less caffeine" commercials were released, featuring a man in a monster suit or a man dressed as a teddy bear, minus the screams. These commercials received so many complaints from German viewers that they were ultimately pulled from television.

Internet screamers[]

An Internet screamer or simply, screamer[16] is an image, video or application on the Internet that has a sudden change designed to startle the user.[17] They often include a scary face with a loud scream.

An earlier and one of the most iconic examples of an Internet screamer is The Maze by Jeremy Winterrowd in October 2004.[17] Disguised as a computer game, the player is supposed to use their mouse to move a blue square along a given path without touching the walls. As the player progresses, the walls get smaller, making it more difficult for the player to avoid touching the walls, and forces the player to bring their faces closer to the screen. At first, if the player accidentally touches the wall, it will lead back to the start menu and the player has to start all over again. However, once the player reaches level 3, the walls get so thin that it becomes very difficult to avoid touching the wall. When the player reaches a certain point, whether they touch a wall or not, an image of the possessed Regan MacNeil (Linda Blair) from the film The Exorcist suddenly appears on the screen along with a piercing scream.

Reaction videos (Impact)[]

After the rise of YouTube, Internet screamers gradually transitioned from chain emails to reaction videos where people filmed as they pranked others to click on an Internet screamer and recorded their reactions. A prominent early screamer reaction video was uploaded on YouTube on May 2006 by user "Can’t We All Just Get Along?".[18] The video features a boy sitting at a desk while playing The Maze. In the video, he asks, "Why can’t I touch this?" and shortly after, an image of what seems to be a demonic monster pops up with the piercing scream. The boy screams, hits the computer screen repeatedly and breaks the monitor, urinates his pants, runs to the person filming him and starts crying. Since the upload, the video has been viewed over 25 million times.[19] Maze reaction videos were featured twice on America’s Funniest Home Videos.[19]

See also[]

References[]

  1. ^ John Muir (2013). Horror Films FAQ. Hal Leonard Corporation. ISBN 1480366811. Retrieved 1 January 2015.
  2. ^ Jump up to: a b Bryan Bishop (October 31, 2012). "'Why won't you die?!' The art of the jump scare". The Verge. Retrieved 24 December 2014.
  3. ^ Danny Draven (2013). Genre Filmmaking: A Visual Guide to Shots and Style for Genre Films. Taylor & Francis. p. 52. ISBN 1136070788.
  4. ^ Jump up to: a b John Rosenberg (2013). The Healthy Edit: Creative Techniques for Perfecting Your Movie. Taylor & Francis. ISBN 1136040730. Retrieved 24 December 2014.
  5. ^ Lucas Sullivan. "10 horror games that don't rely on jump scares". GamesRadar. Retrieved 24 December 2014.
  6. ^ Diaz, Pedro (February 8, 2015). "Why Modern Horror Movies Don't Get it Right More Often". Movie Pilot. Retrieved February 24, 2015.
  7. ^ "Do Modern Horror Movies Contain More Jump Scares Than Older Movies? - Where's The Jump?".
  8. ^ http://bloody-disgusting.com/news/3197530/10-great-jump-scares-in-horror/2/
  9. ^ David Konow (2012). Reel Terror: The Scary, Bloody, Gory, Hundred-Year History of Classic Horror. Macmillan. p. 354. ISBN 1250013593. Retrieved 10 March 2016.
  10. ^ William Cheng (2014). Sound Play: Video Games and the Musical Imagination. Oxford University Press. p. 100. ISBN 0199969973. Retrieved 1 January 2015.
  11. ^ Blair, Iain (July 1, 2009). "Director's Chair: Sam Raimi Drag me to Hell". Post Magazine. Archived from the original on August 2, 2009. Retrieved July 9, 2013.
  12. ^ McElroy, Griffin (April 29, 2014). "Daylight review: jump scare tactics". Polygon. Retrieved 24 December 2014.
  13. ^ "Daylight review". EDGE. 1 May 2014. Retrieved 1 January 2015.
  14. ^ Riendeau, Danielle (13 November 2014). "Why Five Nights at Freddy's 2 is a viral success". Polygon. Retrieved 22 January 2015.
  15. ^ Louis, Rosie (17 April 2014). "10 Of The Creepiest Commercials to Every Hit the Small Screen". Listverse. Retrieved 30 January 2015.
  16. ^ Osborne, Doug (17 November 2010). "What you don't want to happen when you computer prank someone". geek.com. Archived from the original on 24 September 2015. Retrieved 8 July 2015.
  17. ^ Jump up to: a b Menning, Chris (13 October 2010). "Screamers - The History of the Scary Maze Prank and its Cousins". urlesque.com. Retrieved 16 December 2013.
  18. ^ Scary Maze prank - The Original. 20 May 2006 – via YouTube.
  19. ^ Jump up to: a b Middleton, Jason. Documentary’s Awkward Turn: Cringe Comedy and Media Spectatorship. Routledge, 2013.
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