A video game player who attempts to “share” the feeling of a character represented on screen, especially when that feeling emerges from experiences of marginalization, is involved in affective appropriation. Under the banner of empathy, players are invited to visit the experiences of others, trying on their identities like foreign attire and turning their lives into novelty destinations. We might even say that the rhetoric of empathy promotes a colonizing of affect: an invasion, occupation, and subjugation of others’ experiences. (Ruberg 61)