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Young blood: A brief look at ‘Orphan’ and the ‘evil child’ trope in horror films

(Please be warned, this article contains spoilers if you have not watched the films The Bad Seed and Orphan).

Regular readers of my blog know that I enjoy watching horror movies and I’ve written articles on why people enjoy watching horror movies, a look at scary clowns in film and television, as well as more direct and indirect in-depth looks at my personal favourites including the Hannibal Lecter and Alien franchises.

One of the most popular tropes in the horror genre is the ‘evil child’ (often referred to or seen as equivalent to the ‘demonic child’, ‘creepy child’, ‘bad seed’ and ‘demon seed’ trope). This has spawned dozens on online articles looking at celluloid examples of the evil child sub-genre such as ‘Top 25 Evil Child Movies’, ‘Evil Kid Horror Movies’, ‘16 Creepy Child Horror Movies That Will Make You Not Want Kids Ever’, ‘The Top 10 Most Evil Children In Movies’, ‘We’re Baaack: The 20 Most Evil Children From TV And Movies’, and ‘The 50 Spookiest Kids In Horror Movies, Ranked’ (to name just a few).

The film that arguably started the trope was Mervin LeRoy’s 1956 horror-thriller The Bad Seed. The film was based upon Maxwell Anderson’s play of the same name (itself based on the 1954 novel The Bad Seed by William March and – for you trivia fans – the inspiration for the name of Nick Cave’s band The Bad Seeds). The ‘demon child’ of both the book and the film is sociopath Rhoda Penmark, whose mother (Christine) – spoiler alert – learns that she is an adopted child and is the biological daughter of Bessie Denker, an infamous serial killer (and believes that she genetically caused Rhoda’s sociopathy).

As a teenager, the demonic child that had most impact on me was Damien Thorn (in Damien: Omen II) mainly because I shared my middle name with the titular character. However, there are hundreds to choose from that share many of Damien’s chilling characteristics (some horror and some not) including Joshua Cairn (Joshua), Dalton Lambert (Insidious), Lilith Sullivan (Case 39), Brahms (The Boy), Regan MacNeil (The Exorcist), Nicholas and Ann Stewart (The Others), Tomás (The Orphanage), Henry Evan (The Good Son), Delia (The Omen IV), Kevin (We Need To Talk About Kevin), Toshio (Ju-On/The Grudge), Samara (The Ring), Santi (The Devil’s Backbone), The Grady twins (The Shining), and Gage Creed (Pet Sematary). In addition to this there are those films where there are a group of demonic children (e.g., Children Of The Damned, Children Of The Corn, and the ‘psychoplasmic offspring’ of The Brood), as well as ‘demon seed’ children that are yet to be born (e.g., Rosemary’s Baby, The Omen, etc.).

When it comes to ‘evil child’ films, one of my more recent favourites (at least in terms of the film’s twist at the end) is the 2009 US psychological horror film Orphan (directed by Jaume Collet-Serra). When it comes to horror films I much prefer ‘psychological horror’ (which tends to be rooted in reality and is why I like the Hannibal Lecter franchise) as opposed to supernatural thrillers and the archetypal ‘slasher films’ (although I do like watching gory films). Orphan centres on married couple John and Kate Coleman (played by Peter Sarsgaard and Vera Farmiga) who after the death of their unborn baby adopt Esther, a nine-year old Russian girl from an orphanage (played by Isabelle Fuhrman).

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In the scene where a provocatively-dressed nine-year old Esther attempts to seduce her new father (who had been drinking heavily) I began to guess the twist in the film that – spoiler alert – Esther was (because of a hormone disorder called hypopituitarism) a woman in a child’s body. Near the end of the film, it is Esther’s new mother (Kate) that receives a call from the Saarne Institute (a mental institution) and is informed that Esther is in fact a violent murderer from Estonia called Leena Klammer, a 33-year-old woman whose physical growth was stunted and had spent most of her adult life posing as a young girl and had killed at least seven people (including the father of an Estonian family who adopted her and who she killed for rejecting her sexual advances). According to the IMDb ‘Trivia’ page about Orphan:

“Earlier drafts of the script include more information about Esther’s past and explain why she attempts to seduce her adoptive fathers. She was molested by her father for years, starting when she was an infant; this sexualized her at a very young age and destroyed any future chance of her having her own children. Her father later took another lover, telling Esther that, because of her condition, she could never be a real woman. She murdered them both and was ultimately sent to Saarne, a mental institution. After escaping from Saarne, she worked as a prostitute in Estonia for years, mostly catering to wealthy pedophiles. When she was arrested for this, she kept up the pretense of being a child to stay out of jail and was sent to an orphanage. Esther sees herself as trapped inside the body of a child, and it disgusts her. She wants to ‘grow up’ and be a wife, a mother, and a lover (what her father considered a ‘real woman’), and tries to find ‘love’ with her father but she didn’t”.

After the film had been released, there was a lot of debate about whether the medical condition that Esther had really exists. According to Wikipedia entry on the condition:

“Hypopituitarism is the decreased (hypo) secretion of one or more of the eight hormones normally produced by the pituitary at the base of the brain…The signs and symptoms of hypopituitarism vary, depending on which hormones are undersecreted and on the underlying cause of the abnormality…Hypopituitarism is a rare disease but may be significantly underdiagnosed in people with previous traumatic brain injury…The first description of the condition was made in 1914 by the German physician Dr. Morris Simmonds”.

Not only does Esther’s medical condition exist, but her character was actually inspired by the true life case of Barbora Skrlova who was one of the individuals in a 2008 story that the Daily Mail entitled ‘Boy ‘skinned and eaten’ by his cannibal cult family after being held captive in a cellar’. The story in question was a disturbing case involving single parent Klara Mauerova (described as an aggressive schizophrenic) and the physical abuse of her two sons (Yakub and Ondrej). The story was recounted in a 2017 article on the Mundo.com website entitled ‘Barbora Skrlová: The woman who inspired the movie Orphan’. From what I’ve read, Mauerova became depressed after the father of her children left her and she asked her sister (Katerina, who also appears to have had some kind of mental illness) to move in with her to help her look after the children. According to Mundo.com:

“The sisters met Barbora Skrlová at the university, a 33-year-old woman who looked [like a] 13 [year-old] girl because of a difficult disease called hypopituitarism. [Skrlová] was really skilled manipulating, and that’s what she did with the two sisters, they became really good friends because of her tragic childhood stories, she made the sisters take her to live with them. Years before meeting Klara and Katerina, [Skrlová] had been hospitalized for several years in a psychiatric center because she had made herself known as an orphaned child to a family that wanted to adopt her, but they realized about it and sent her to an asylum”.

The story alleged that Skrlová and the Mauerova sisters imprisoned Klara’s two sons (naked) in an iron cage in the basement of their house. It was also alleged that Skrlová wanted “to fatten [the two boys] just as Hansel and Gretel and wanted to commit cannibal acts while filming with a camera”. According to the Daily Mail story:

“An eight year-old boy was skinned and his flesh fed to cannibal relatives after his mother kept him locked in a cellar… Evil Klara Mauerova – a member of a sinister religious cult – wept in court as she admitted torturing her son Ondrej and his ten year-old brother Jakub. The court also heard allegations that relatives had partially skinned eight-year-old Ondrej and then eaten the raw human flesh. The two boys told how their mother and relatives had stubbed cigarettes out on their bare skin, whipped them with belts and tried to drown them. The court heard how the family had sexually abused them and even made them cut themselves with knives. They said they were kept in cages or handcuffed to tables and made to stand in their own urine for days”.

A neighbour alerted the police that there was something suspicious going on in the Mauerova household (having picked up what was happening on his baby monitor). When they police eventually arrived they discovered “the worst scenes they had ever seen” in the Mauerova’s basement. They found the two naked boys in the cage alongside a “little girl crying” (i.e., Barbora Skrlová). Skrlová told the police that her name was ‘Anika’ and that she had been adopted by the Mauerova sisters. The ‘little girl’ was taken to a children’s home by the police but absconded the same night. She was later found many months later living with another couple who had adopted her (but this time as a boy called Adam and described by the couple as a ‘child genius’ who suffered severe anxiety and depression attacks). Skrlová was sentenced to 12 years in prison but released in 2012. Her whereabouts are currently unknown.

Given that the orphan in the titular film was eventually exposed as an adult, it could be argued that the film is not technically about an ‘evil child’ and therefore not part of the ‘evil child’ trope (but I think that’s pedantry and misses the point). For almost all of the film, the audience believes Esther to be a child and on that basis alone it belongs to the ‘evil child’ horror genre. As plot twists go, I think it was one of the better ones, up there with The Usual Suspects, The Crying Game, and The Sixth Sense (which I won’t spoil just in case there are a few of you reading this that haven’t seen these three films).

Dr. Mark Griffiths, Distinguished Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Ananvisca, V. (2017). Barbora Skrlová: The woman who inspired the movie Orphan. Mundo.com, June 17. Located at: https://en.mundo.com/most_viewed/barbora-skrlova-the-woman-who-inspired-the-movie-orphan/

Daily Mail (2008). Boy ‘skinned and eaten’ by his cannibal cult family after being held captive in a cellar. June 21. Located at: https://www.dailymail.co.uk/news/article-1027962/Boy-skinned-eaten-cannibal-cult-family.html

International Movie Database (2018). Orphan trivia. Located at: https://www.imdb.com/title/tt1148204/trivia

Orphan Wiki (2018). Leena Klammer. Located at: http://orphan-movie.wikia.com/wiki/Leena_Klammer

Villians Wiki (2018). Esther Coleman. Located at: http://villains.wikia.com/wiki/Esther_Coleman

Wikipedia (2018). Hypopituitarism. Located at: http://en.wikipedia.org/wiki/Hypopituitarism

Gore-ist information: A brief look at virtual reality horror games

“I recently played ‘The Visitor’ in VR. In front of an audience of drunken friends egging on my high pitch outbursts. I lasted seven out of the ten minutes, finally succumbing after a close encounter with a pixelated pillow. The Visitor’s story is about an unexpected guest calling to your house in the middle of the night. Developed by ‘NostalgicBear VR’ for the ‘Oculus Rift’ and ‘HTC Vive’ it relies on atmosphere to unsettle players, using visual cues in the form of intermittent flickering lights to inform the player where to look. Paralysed and lying in bed, you can only wait and watch as the strange occurrences culminate in one of the biggest jump scares I’ve ever experienced. As virtual reality goes, this particular experience has a high creep factor. It’s one of those new VR ‘games’ that really should come with a free pair of pants…In the wake of the PlayStation VR release, headed up by the dark and psychological Here They Lie, pretty much every major gaming outlet slashed their prices on horror games and gamers all over the world have been celebrating Halloween with their first exposure to a virtual reality freak out…VR grips the gamer with such a suspension of disbelief; when the headset is on there is seemingly no escape. Do developers take into account the psychological differences between previous gaming horror experiences and that of VR?”

The opening quote in today’s blog is from an article by Gareth May published last month for the Wareable website (‘Could VR horror be too…horrifying?’). I was interviewed by May for the story and is one of a number of media stories that I have been interviewed over the last year concerning virtual reality. Regular readers of my blog will know that I have a personal interest in horror films and a professional interest in excessive use of virtual reality so it was an interview I enjoyed doing (in fact, May interviewed me for two stories simultaneously, the other being on mechanophilia – sexual arousal from machines – which also was published last month in an article in the Daily Telegraph).

In his article on VR horror, May wanted to know about whether the playing of VR horror games could be problematic in any way (or as May asked me, ‘Is it possible that VR is just a bit too ‘real’?’). I pointed out that there had been little empirical research on the topic and that almost everything that I said was speculative. I noted that while VR is certainly more immersive than usual, we should remember that immersion can occur even without being in an VR environment. For instance, a lot of my research into video gaming demonstrates that gaming can be immersive (particularly the research I have been carrying out with Dr. Angelica Ortiz de Gortari on game transfer phenomena and some research I co-authored in the mid-2000s on time loss in video game play). I did point out to May that for most people, there’s not going to be a problem with playing VR horror games. Those that already enjoy watching horror films, the vast majority will probably love it even more in VR and it’s not going to have a negative impact on them. I told May that I loved gore in horror films and said that I would probably be fine playing an immersive horror VR game and that seeing somebody being disembowelled in front of me would have little effect on me psychologically. (However, I ought to point out that my few experiences of VR have left me feeling sick as I suffer from motion sickness). However, you can never rule out a small minority of individuals that it may negatively affect either psychologically or traumatically. In short, I don’t have many concerns about this until scientific evidence proves otherwise.

May also interviewed Professor Tanya Krzywinska, Director of the Games Academy at Falmouth University who thinks that VR and horror video games are a good match:

“VR is the next natural step for one of gaming’s most popular genres. Horror made its way into video games very early on [such as] the 1995 point and click ‘Phantasmagoria’ [was] an early breakthrough game due to its use of video snippets to show a ‘real’ actress reacting to the horrific events as they unfolded around her…’Silent Hill’ [was also] a game-changer for its use of sound and its surreal ‘Twin Peak-ish twist’ on survival horror. Both these games utilise a particular emotional palette that I regard as central to games: a sense of claustrophobia and the sense of being unable to act effectively on a situation…VR can make very good use of this palette because of its immersive nature and I think horror is one of the few genres that VR really suits…Horror is very inclined to want to take advantage of new formats to refresh the palette and work with the cache that the novelty provides. Without that novelty, repetition occurs and you then only manage to engage younger audiences who haven’t been around the horror block. Horror is a very suitable place to take a good, long, critical look at ethics and I hope that some game designers see that”.

So is the introduction of VR for the horror genre a game-changer? May also interviewed the independent games developer Sergio Hidalgo, creator of the creepy dungeon game Dreadhalls. He was quoted as saying:

“VR can work as an immersion multiplier, and given that the horror genre is built on immersion, it simply opens more opportunities to create experiences that take advantage of that sense of physicality it can provide. Simply being in a scary environment can be a very engaging experience in VR on its own. This was already true when I started ‘Dreadhalls’ but the technology keeps moving forward and improving with new developments such as room scale or motion tracked controllers…In ‘Dreadhalls’ there are monsters that react to the player’s gaze direction, forcing the player to either not look at them directly or the opposite. This is a much richer interaction when the player is performing it herself rather than via a mouse or controller. ‘Dreadhalls would never have gathered such attention if it weren’t for the new types of interactions and features made possible by VR tech…The main ethical recommendation I have in this regard is that of not betraying the player’s trust. When the player enters a VR experience and surrenders control over their senses to the developer, it’s important that [the players are] aware of exactly what to expect, and that this promise isn’t broken by the developer”.

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In an interview that May had with Ben Tester, the games developer of VR horror game Don’t Knock Twice, Tester noted:

“Developers are in a strange predicament where it’s now possible to make a game that’s too scary. For that reason, ‘Don’t Knock Twice’ includes traditional adventure gameplay elements, such as puzzle solving and environmental props, to aid storytelling and remind the player every once in a while that they are still playing a game. We want to make a great horror game that people will remember for sure but we don’t want to make it so uncomfortable that it makes it unplayable. In ‘Don’t Knock Twice’, we want to avoid the player going through a constant stream of scares one after another and instead, create an interesting and atmospheric environment which will creep out any horror enthusiast. It’s about finding the right balance between having a solid gaming experience and immersing the player in a terrifying horror situation…In the VR demo of ‘Don’t Knock Twice’, players can break down a door with an axe. [This often leads to players] leaning their heads forward and triggering the classic ‘Here’s Johnny’ moment [from ‘The Shining’], which only amplifies the jump scare which follows. A scare that wouldn’t have been half as effective if it was in traditional gaming style”.

Finally, May asked me for some advice for those who were scared witless by playing VR horror games. My quoted response? “Just shut your eyes”.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Ashcroft, S. (2015). VR revenue to hit $21.8 billion by 2020. Wareable, July 29. Located at: http://www.wareable.com/vr/vr-revenues-could-reach-dollar-218-billion-by-2020-1451

Griffiths, M.D. (2016). Can virtual reality be addictive? Virtual Reality News, June 28. Located at: http://www.virtualreality-news.net/news/2016/jun/28/can-virtual-reality-really-be-addictive/

Juniper Research (2016). White paper: The rise of virtual reality. Available from: http://www.juniperresearch.com/document-library/white-papers/the-rise-of-virtual-reality

May, G. (2016). Could VR horror be too…horrifying? Wareable, November 3. Located at: http://www.wareable.com/vr/virtual-reality-horror-experiences-too-real-ethics-55

Ortiz de Gortari, A.B. & Griffiths, M.D. (2015). Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study. Computers in Human Behavior, 51, 195-202.

Ortiz de Gortari, A.B., Oldfield, B. & Griffiths, M.D. (2016). An empirical examination of factors associated with Game Transfer Phenomena severity. Computers in Human Behavior, 64, 274-284.

Ortiz de Gortari, A.B., Pontes, H.M. & Griffiths, M.D. (2015). The Game Transfer Phenomena Scale: An instrument for investigating the non-volitional effects of video game playing. Cyberpsychology, Behavior and Social Networking, 18, 588-594.

Stables, J. (2016).  Gambling, gaming and porn: Research says VR is set to blast off. Wareable, September 15. Located at: http://www.wareable.com/vr/gaming-gambling-and-porn-research-says-vr-is-set-to-blast-off-1682

Sung, D. (2015). VR and vice: Are we heading for mass addiction to virtual reality fantasies? Wareable, October 15. Located at: http://www.wareable.com/vr/vr-and-vice-9232

Tractica (2015). Virtual reality for consumer markets. Available at: https://www.tractica.com/research/virtual-reality-for-consumer-markets/

Wood, R.T.A. & Griffiths, M.D. (2007). Time loss whilst playing video games: Is there a relationship to addictive behaviours? International Journal of Mental Health and Addiction, 5, 141-149.

Wood, R.T.A., Griffiths, M.D. & Parke, A. (2007). Experiences of time loss among videogame players: An empirical study. CyberPsychology and Behavior, 10, 45-56.