Group 3
3."Slowness is forefronted in a game of permalife: adrenaline is neither the goal nor the appeal" (129).
In a walking simulator, permalife is the lack of fatal decision-making the player undergoes in the game; this, along with the slower sped of the game, gives the player a greater sense of awareness for their influence on the digital environment around them. Without the pressure of fatal decision-making, the goal of the player orients less toward survival and more towards observation and connection to the digital world around them.