Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR

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 o...

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Détails bibliographiques
Auteur principal: Roquet, Paul
Autres auteurs: Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
Format: Article
Publié: SAGE Publications 2021
Accès en ligne:https://hdl.handle.net/1721.1/130238
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author Roquet, Paul
author2 Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
author_facet Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
Roquet, Paul
author_sort Roquet, Paul
collection MIT
description 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.
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spelling mit-1721.1/1302382024-06-26T00:17:52Z Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR Roquet, Paul Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing Roquet, Paul 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. 2021-03-24T19:43:33Z 2021-03-24T19:43:33Z 2020-04 Article http://purl.org/eprint/type/JournalArticle 1470-4129 1741-2994 https://hdl.handle.net/1721.1/130238 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. http://dx.doi.org/10.1177/1470412920906260 Journal of Visual Culture Creative Commons Attribution-Noncommercial-Share Alike http://creativecommons.org/licenses/by-nc-sa/4.0/ application/pdf SAGE Publications Paul Roquet
spellingShingle Roquet, Paul
Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
title Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
title_full Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
title_fullStr Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
title_full_unstemmed Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
title_short Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
title_sort empathy for the game master how virtual reality creates empathy for those seen to be creating vr
url https://hdl.handle.net/1721.1/130238
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