Electronic Culture

The ¬†interactive game I played on was called “Separation,” part of the second collection. The focus of the game is embodying brain injury. It is titled “separation” because the player should try to separate his/herself ¬†as a body from the computer. The game demonstrates the tendency to join the two, meshing us into a “body-machine,” which is the game’s subtitle. It is clearly exemplified when the player overclicks or clicks too quickly, and the game responds with “you do not have the right attitude to continue” (or something to that extent). As you click, more and more words appear to relate you to the situation. But as you get increasingly impatient, clicking more, it is clear that we associate our emotions with the machine because our emotions (which should relate to the text that appears) no longer associate to the text on the screen – we keep clicking, not thinking about what pops up on the screen or caring to relate to it.
This reminded me of Manovich’s piece about automation and how we have shifted to simulating perspectives. To me, this simulation only proved the lack of separation between body and machine when we use them so often. Manovich describes the way perspective can be used in vision now with computers, and that is shown in the video game because we have to be able to see the text on the screen to interact with the game. The lack of separation further proves Manovich’s last point: that demonstrating more and more computer interaction for the purpose of perspective no longer gives it the same emphasis that it used to – it’s no longer exceptional, allowing us to seamlessly integrate it into our body.
Posted: October 24, 2014
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