Araştırma Makalesi
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AUDIOVISUAL AND PSYCHOLOGICAL DIMENSIONS OF CREEPYPASTA: A COMPARATIVE MEDIA ANALYSIS

Yıl 2026, Cilt: 16 Sayı: 1, 344 - 371, 01.01.2026
https://doi.org/10.7456/tojdac.1797701

Öz

This paper dives into the fascinating journey of creepypasta, a digital-born horror subgenre, as it evolved from simple text-based folklore into immersive audiovisual experiences that blur the lines between fiction and reality. Starting with a quick overview of creepypasta's history, the research then shifts to a side-by-side media analysis of two contrasting creepypasta forms: The Backrooms saga and Username:666. It goes on to explore how each piece uses unique audiovisual techniques and psychological tricks to stir up feelings of fear, discomfort, and the uncanny. By applying Tomkins’ Affect Theory, Freudian dream-work, and Baudrillard’s concept of simulacra, this study reveals how The Backrooms crafts a gamified and hyperreal liminal space, while Username:666 taps into YouTube aesthetics and digital glitches to draw viewers into a world of media-generated horror. Both projects reflect the broader trend of creepypasta as guerrilla media, marked by its participatory, grassroots, and transmedia qualities. Through this perspective, the research looks at how audiovisual design, platform specificity, and psychological impact come together in modern digital horror storytelling. The findings offer insight into how creepypasta functions not only as audiovisual entertainment but also as a cultural response to mediated anxiety, digital immersion, decreasing borders of reality, and mainstream media. Thus, this paper aims to fill a gap in psychologically based audiovisual analysis in creepypasta media.

Kaynakça

  • 4chan. (2025, July 28). Retrieved from https://backrooms-wiki.wikidot.com/
  • Backrooms – Forbidden Tapes from the Darkest Levels. (2025, November 12). YouTube: https://www.youtube.com/watch?v=ATPOjcWTJx8 adresinden alındı
  • Balanzategui, J. (2019). Creepypasta, ‘Candle Cove’, and the Digital Gothic. Journal of Visual Culture 18.2, pp. 187-208.
  • Baudrillard, J. (1994). Simulacra and Simulation. University of Michigan Press.
  • Bimo, S. (2023). The Horror of Networked Existence: Affect, Connection, and Anxiety in Classic Creepypasta Narratives. 3(2), s. 81-93.
  • Blank, T., & McNeill, L. (2018). Slender Man is Coming: Creepypasta and Contemporary Legends on the Internet. University Press of Colorado.
  • Fedina, O., Malenko, S., & Nekita, A. (2021). Creepypasta: Images of Waiting for Death and Danger in the Online Space. European Proceedings of Social and Behavioural Sciences, s. 667-673.
  • Fisher, M. (2016). The Weird and the Eerie. Repeater Books.
  • Freud, S. (1961). Beyond the Pleasure Principle. W. W. Norton & Company.
  • Freud, S. (1966). Introductory Lectures on Psychoanalysis. W. W. Norton & Company.
  • Freud, S. (2003). The Uncanny. Penguin Classics.
  • Freud, S. (2010). The Interpretation of Dreams. Basic Books, Inc.
  • Goel, S., Dharmala, H., Zhang, Y., & Burghardt, K. (2022). Decomposing the Fundamentals of Creepy Stories. Computers and Society.
  • Greenshields, W. (2023). Another Alternative Reality? Exploring the Backrooms with Žižek. International Journal of Žižek Studies.
  • Grimshaw, M. N. (2009). The audio Uncanny Valley: Sound, Fear and the Horror Game. Audio Mostly 2009.
  • Hawco, V. (2023). The Ludic Impact of Horror Games on the Body: Until Dawn, Amnesia: The Dark Descent, and Alien: Isolation. Hungarian Journal of English and American Studies 29.2, pp. 381-400.
  • Henriksen, L. (2018). "Spread the Word": Creepypasta, Hauntology, and an Ethics of the Curse. s. 87.
  • Huaman, R., Castells, A., & Casquino, Y. (2024). Players' Perception in Video Games With Horror Narrative: Analysis of the Audiovisual Features in Resident Evil. Proceedings of the International Conference on Communication and Applied Technologies 2024 (ICOMTA 2024), Atlantis Highlights in Social Sciences, Education and Humanities 28, pp. 209-219.
  • Kristeva, J. (1982). Powers of horror: An essay on abjection. Columbia University Press.
  • Kücklich, J. (2007). Homo deludens: cheating as a methodological tool in digital games research. Convergence: The International Journal of Research into New Media Technologies.
  • Marks, L. U. (2000). The skin of the film: Intercultural cinema, emboidment, and the senses. Duke University Press.
  • McGlotten, S. (2013). Virtual Intımacies: Media, affect, and queer sociality. Suny Press.
  • Missing Persons. (2025, July 28). Async Archives Wiki: https://kanepixelsbackrooms.fandom.com/wiki/The_Lifeform adresinden alındı
  • Nana825763. (2025, June 18). https://youtube.fandom.com. https://youtube.fandom.com/wiki/Nana825763 adresinden alındı
  • OED. (2025, Mayıs 18). OED. OED: oed.com adresinden alındı
  • Ondrak, J. (2018). Spectres des Monstres: Post-postmodernisms, Hauntology and Creepypasta Narratives as Digital Fiction. Horror Studies, pp. 161 - 178.
  • Pools. (2025, July 28). GOG.com: https://www.gog.com/ru/game/pools adresinden alındı
  • Sinha, P. (2024). Creepypasta and Internet Literature: Unmasking Digital Horrors and the Evolution of Contemporary Storytelling. Mizoram University of Journal of Humanities and Social Sciences Vol. X, Issue 1, pp. 204-211.
  • Sobchack, V. (2004). Carnal thoughts: Embodiment and moving image culture. University of California Press.
  • The Lifeform. (2025, July 28). Kane Pixels Backrooms Wiki: https://kanepixelsbackrooms.fandom.com/wiki/The_Lifeform adresinden alındı
  • This is the most beautiful depiction of the Backrooms I've ever seen. (2025, July 28). Reddit: https://www.reddit.com/r/backrooms/comments/1k42qwo/this_is_the_most_beautiful_depiction_of_the/ adresinden alındı
  • Thon, J.-N. (2019). Playing with Fear: The Aesthetics of Horror in Recent Indie Games. Eludamos: Journal for Computer Game Culture 10 (1), pp. 197-231.
  • Tomkins, S. S. (1991). Affect Imagery Consciousness Volume 1-3. Springer Publishing Company.
  • Wiggins, B. E. (2024). The Backrooms and Liminal Spaces: Explorations of a Digital Urban Legend. New Media & Society, pp. 1-19.
  • Wilson, E. (2020). A Silvan Tomkins Handbook Foundations for Affect Theory. University of Minnesota Press.
  • YouTube’s 666 mystery SOLVED. (2025, 11 12). Medium (medium.com): https://medium.com/%40noahrjw/youtubes-666-mystery-solved-b97f1cdc8b91 adresinden alındı

CREEPYPASTA’NIN GÖRSEL-İŞİTSEL VE PSİKOLOJİK BOYUTLARI: KARŞILAŞTIRMALI BİR MEDYA ANALİZİ

Yıl 2026, Cilt: 16 Sayı: 1, 344 - 371, 01.01.2026
https://doi.org/10.7456/tojdac.1797701

Öz

Bu çalışma, dijital kökenli bir korku alt türü olan creepypasta’nın metinsel folklordan, kurgu ile gerçeklik arasındaki sınırları bulanıklaştıran sürükleyici görsel-işitsel deneyimlere nasıl evrildiğini incelemektedir. Creepypasta tarihine dair kısa bir arka plan sunulduktan sonra, araştırma iki zıt creepypasta biçimi olan The Backrooms serisi ve Username:666 üzerine karşılaştırmalı bir medya analizi yapar ve her iki eserin korku, huzursuzluk ve tekinsizlik duygularını uyandırmak için nasıl farklı görsel-işitsel stratejiler ve psikolojik mekanizmalar kullandığını ele alır. Tomkins’in Duygulanım Teorisi, Freudyen düş teorisi ve Baudrillard’ın simülakr kuramı kullanılarak yapılan bu inceleme, The Backrooms’un nasıl oyunlaştırılmış ve hipergerçek bir liminalite sistemi kurduğunu ve Username:666’nın, YouTube’a özgü estetikleri ve dijital anomalileri nasıl kullanarak medya kaynaklı bir korku deneyimi yarattığını inceler. Bulgular, creepypasta’nın yalnızca görsel-işitsel bir eğlence türü değil; aynı zamanda medyatik kaygıya, dijital sürükleyiciliğe, gerçekliğin erozyonuna ve ana akım medyaya kültürel bir tepki olarak nasıl işlev gördüğüne dair içgörüler sunar. Böylece bu çalışma, creepypasta medyasına yönelik psikolojik temelli görsel-işitsel analiz alanında bir boşluğu doldurmayı amaçlamaktadır.

Kaynakça

  • 4chan. (2025, July 28). Retrieved from https://backrooms-wiki.wikidot.com/
  • Backrooms – Forbidden Tapes from the Darkest Levels. (2025, November 12). YouTube: https://www.youtube.com/watch?v=ATPOjcWTJx8 adresinden alındı
  • Balanzategui, J. (2019). Creepypasta, ‘Candle Cove’, and the Digital Gothic. Journal of Visual Culture 18.2, pp. 187-208.
  • Baudrillard, J. (1994). Simulacra and Simulation. University of Michigan Press.
  • Bimo, S. (2023). The Horror of Networked Existence: Affect, Connection, and Anxiety in Classic Creepypasta Narratives. 3(2), s. 81-93.
  • Blank, T., & McNeill, L. (2018). Slender Man is Coming: Creepypasta and Contemporary Legends on the Internet. University Press of Colorado.
  • Fedina, O., Malenko, S., & Nekita, A. (2021). Creepypasta: Images of Waiting for Death and Danger in the Online Space. European Proceedings of Social and Behavioural Sciences, s. 667-673.
  • Fisher, M. (2016). The Weird and the Eerie. Repeater Books.
  • Freud, S. (1961). Beyond the Pleasure Principle. W. W. Norton & Company.
  • Freud, S. (1966). Introductory Lectures on Psychoanalysis. W. W. Norton & Company.
  • Freud, S. (2003). The Uncanny. Penguin Classics.
  • Freud, S. (2010). The Interpretation of Dreams. Basic Books, Inc.
  • Goel, S., Dharmala, H., Zhang, Y., & Burghardt, K. (2022). Decomposing the Fundamentals of Creepy Stories. Computers and Society.
  • Greenshields, W. (2023). Another Alternative Reality? Exploring the Backrooms with Žižek. International Journal of Žižek Studies.
  • Grimshaw, M. N. (2009). The audio Uncanny Valley: Sound, Fear and the Horror Game. Audio Mostly 2009.
  • Hawco, V. (2023). The Ludic Impact of Horror Games on the Body: Until Dawn, Amnesia: The Dark Descent, and Alien: Isolation. Hungarian Journal of English and American Studies 29.2, pp. 381-400.
  • Henriksen, L. (2018). "Spread the Word": Creepypasta, Hauntology, and an Ethics of the Curse. s. 87.
  • Huaman, R., Castells, A., & Casquino, Y. (2024). Players' Perception in Video Games With Horror Narrative: Analysis of the Audiovisual Features in Resident Evil. Proceedings of the International Conference on Communication and Applied Technologies 2024 (ICOMTA 2024), Atlantis Highlights in Social Sciences, Education and Humanities 28, pp. 209-219.
  • Kristeva, J. (1982). Powers of horror: An essay on abjection. Columbia University Press.
  • Kücklich, J. (2007). Homo deludens: cheating as a methodological tool in digital games research. Convergence: The International Journal of Research into New Media Technologies.
  • Marks, L. U. (2000). The skin of the film: Intercultural cinema, emboidment, and the senses. Duke University Press.
  • McGlotten, S. (2013). Virtual Intımacies: Media, affect, and queer sociality. Suny Press.
  • Missing Persons. (2025, July 28). Async Archives Wiki: https://kanepixelsbackrooms.fandom.com/wiki/The_Lifeform adresinden alındı
  • Nana825763. (2025, June 18). https://youtube.fandom.com. https://youtube.fandom.com/wiki/Nana825763 adresinden alındı
  • OED. (2025, Mayıs 18). OED. OED: oed.com adresinden alındı
  • Ondrak, J. (2018). Spectres des Monstres: Post-postmodernisms, Hauntology and Creepypasta Narratives as Digital Fiction. Horror Studies, pp. 161 - 178.
  • Pools. (2025, July 28). GOG.com: https://www.gog.com/ru/game/pools adresinden alındı
  • Sinha, P. (2024). Creepypasta and Internet Literature: Unmasking Digital Horrors and the Evolution of Contemporary Storytelling. Mizoram University of Journal of Humanities and Social Sciences Vol. X, Issue 1, pp. 204-211.
  • Sobchack, V. (2004). Carnal thoughts: Embodiment and moving image culture. University of California Press.
  • The Lifeform. (2025, July 28). Kane Pixels Backrooms Wiki: https://kanepixelsbackrooms.fandom.com/wiki/The_Lifeform adresinden alındı
  • This is the most beautiful depiction of the Backrooms I've ever seen. (2025, July 28). Reddit: https://www.reddit.com/r/backrooms/comments/1k42qwo/this_is_the_most_beautiful_depiction_of_the/ adresinden alındı
  • Thon, J.-N. (2019). Playing with Fear: The Aesthetics of Horror in Recent Indie Games. Eludamos: Journal for Computer Game Culture 10 (1), pp. 197-231.
  • Tomkins, S. S. (1991). Affect Imagery Consciousness Volume 1-3. Springer Publishing Company.
  • Wiggins, B. E. (2024). The Backrooms and Liminal Spaces: Explorations of a Digital Urban Legend. New Media & Society, pp. 1-19.
  • Wilson, E. (2020). A Silvan Tomkins Handbook Foundations for Affect Theory. University of Minnesota Press.
  • YouTube’s 666 mystery SOLVED. (2025, 11 12). Medium (medium.com): https://medium.com/%40noahrjw/youtubes-666-mystery-solved-b97f1cdc8b91 adresinden alındı
Toplam 36 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim Teknolojisi ve Dijital Medya Çalışmaları, Canlandırma-Animasyon, Film Eleştirisi
Bölüm Araştırma Makalesi
Yazarlar

Ersin Ertan 0000-0002-0348-9089

Gönderilme Tarihi 6 Ekim 2025
Kabul Tarihi 27 Aralık 2025
Yayımlanma Tarihi 1 Ocak 2026
Yayımlandığı Sayı Yıl 2026 Cilt: 16 Sayı: 1

Kaynak Göster

APA Ertan, E. (2026). AUDIOVISUAL AND PSYCHOLOGICAL DIMENSIONS OF CREEPYPASTA: A COMPARATIVE MEDIA ANALYSIS. Turkish Online Journal of Design Art and Communication, 16(1), 344-371. https://doi.org/10.7456/tojdac.1797701


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