Over the past decades, the horror genre has depicted terror coming from various sources. Even a video game console can serve as a potential source of antagonism. Video games allow players the opportunity to essentially become another person in another world. As this technology continues to improve, the line between reality and fiction continues to blur. The first part of this thesis looks at horror films from 1990 to 1999 that focus on video games representation. These are storylines that only portray video game technology as the villain as opposed to a beneficial asset to society. The second part of this thesis will focus on films from 2002 to 2005, all of which are video game adaptations. There is a distinct shift in the content of video game horror films at the start of the new millennium where video game technology is no longer portrayed as an antagonist, but as legitimate source material.