empathy machine is a combination of experiments concerning the current state of the video game industry, virtual reality evangelism, game design as a discipline, and activism. A previous game of mine, Mainichi, is projected on the wall through a veil of twine and hooked up to a Makey Makey which, along with conductive fabric, turned my body into a controller. I performed actions from the game, post-shower rituals, dressing, and putting on make up, and then the reverse to move in an endless loop. Objects from my house were used as props and players had to interact with me in spite of my movements and the intimacy the performance called for. It debuted at NYU’s Integrated Digital Media’s Spring 2016 showcase as a result of working with interactive installations and physical computing.
Some quick notes on why I made this project:
With the rise of VR has come this claim that one of its strengths was how the medium can act as empathy machines for people to understand one another, particularly advantaged people exploring the experience of the oppressed. Similarly in video games, the proliferation of games made by queer people about their experiences were dubbed “empathy games” which followed a pattern of the wider industry and games audience only caring about what marginalized creators are doing if it involves them talking about their pain and trauma. My game Mainichi is commonly used as an example of how to teach cisgender people about the trans experience, yet its design, critical engagement with other games, and my future work that isn’t about painful experiences are completely sidelined. My game was exhibited at events without my permission, conferences only wanted me to talk about harassment instead of my work and ideologies, and eventually after being on the receiving end of large-scale harassment produced by the industry, left unsupported. This was my attempt to reclaim Mainichi on my terms.
How games are curated and exhibited is a woefully underdeveloped conversation. For how much games advocates obsess over interactive differences between mediums, games mainly hang on walls barely played in galleries, sterile and robbed of any context. I believe that’s the lacking of both curatorial efforts and how most designers understand play. That there’s a performative element to games is commonly accepted, but rarely emphasized; games are showcased as objects instead of as vectors for experience. So this was an attempt to turn that around and show the crafted experience of Mainichi that I now would want people to witness. This part started in a conversation between Pippin Barr and I about performance, time, and the exhibition of games.
Finally, I wanted to put into practice some of my ideas about refocusing on play instead of the game object. This piece is the first of many in some practice-based research on alternative creative tools and theory for the field of game design and play. My aim is to bring the use of play to an activist setting through performance, coming up against conventional game design and analysis. This piece cannot be the same in every context and changes depending where it is exhibited. I plan to submit pieces like these to games events as interventions.