Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
Author(s)
Roquet, Paul
DownloadRoquet-Visual Culture-Empathy for the Game Master-preprint.pdf (655.6Kb)
Open Access Policy
Open Access Policy
Creative Commons Attribution-Noncommercial-Share Alike
Terms of use
Metadata
Show full item recordAbstract
This article rethinks the notion of virtual reality (VR) as an ‘empathy machine’ by examining how VR directs emotional identification not toward the subjects of particular VR titles, but toward VR developers themselves. Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. These figures often already inhabit a socially privileged position. A better understanding of how VR channels empathy towards VR creators points to the need to ensure a broader range of people have opportunities to take up the role of VR game master for themselves.
Date issued
2020-04Department
Massachusetts Institute of Technology. Program in Comparative Media Studies/WritingJournal
Journal of Visual Culture
Publisher
SAGE Publications
Citation
Roquet, Paul. "Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR." Journal of Visual Culture 19, 1 (April 2020): 65-80.
Version: Author's final manuscript
ISSN
1470-4129
1741-2994