Threat.
This game, created by Ian Bogost and others, asks gamers to question the rules of security check points at airports. The procedural logic of the game defamiliarizes the routine experience of going through "security." What protections do we gain in protection from terrorists in exchange for the civil rights we give up as we submit to a search of our bodies' cavities (via Xray) and our personal effects?
the Holocaust, 9/11, the Columbine shootings, and the Kennedy assassination have all been the subject of highly praised films and novels. What makes a game about these historical events different?
Why can we watch the forever weak and wounded but not play them?
Why can we read about victims in hopeless situations but not virtually be them?
Some psychogeographic elements I think; I'd have to load and play to be sure.
Feminist interventions in game culture. Harassing messages via game platforms.
"http://www.edge.org/response-detail/23726 …"
Tweet by David Golumbia.
Accessed 3/13/13.
Ian Bogost tweeted highlighted bit. For me: re: Simony.