AIQS Workbook 2026 FALL (4:15 Section)!

Four Corners 3

Leading passage:

Some games offer "a vision of empathy that is not about appropriating or instrumentalizing the feelings of others. It is also not about learning or becoming better people. This vision of empathy is about building precarious yet vital connections between points by following indirect paths constructed using one’s own body. It is about queer entanglements, a network of individuals connected by a series of knotted paths that is not straight and cannot be straightened." (Ruberg 67)

Ruberg states that games are not designed to teach you to be a good person but rather allow you to make connections with others. By suggesting empathy is about building human connections... For example, the experience players get by being Katie allows us to build connections with Sam to find out where she is and why she decided to leave. The specific connection we see between Katie and Sam is in Sam's final journal entry, where she asks Katie to not hate her for her decision and to still see her as her sister. The final journal entry represents Katie and Sam's relationship. It shows how Sam deliberately left her letters for Katie to discover, making sure she wasn't worried about her younger sister. The connection formed with Sam allows the players to learn more about her perspective and fosters a sense of empathy. 
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