Page #2 "Confinadventure"
The image from "Confinadventure" captures the essence of isolation, depicting a pixelated scene where a character stands by a window, the interior space cluttered with objects that reflect the chaos of prolonged confinement. This contrast between the disheveled room and the glimpse of the outside world through the window symbolizes the character’s longing for freedom. The single frame narrative conveys a sense of restlessness and the weariness that comes from a lack of change or stimulus.
Bonnie Ruberg in "Empathy and Its Alternatives: Deconstructing the Rhetoric of 'Empathy' in Video Games," explores how games like "Confinadventure" can evoke deep empathy in players. These games encourage players not only to maneuver through physical space but also to connect with the protagonist's emotional journey, presenting a detailed portrayal of isolation that challenges players to confront and reflect on their own experiences of being confined.
"Confinadventure" exemplifies Ruberg's notion that video games have the power to foster empathy, transcending traditional associations with video gaming such as anger and isolation. The immersive experience prompts players to internalize the protagonist’s plight, which can lead to an empathetic response that persists beyond the game. As Ruberg notes, video games that engender empathy 'leave players [with a] hankering to do good.' (Ruberg 56) In this sense, empathy is not just an emotion but a call to action, a force for positive change against the feelings typically linked with video games. This elevates "Confinadventure" beyond a mere game—it becomes a medium through which players can engage with and perhaps begin to dismantle their preconceived notions about isolation, turning a solitary experience into a catalyst for empathy and subsequent prosocial behavior.