Sensor2
1 2023-12-09T00:23:28+00:00 Woojin Ahn c5f6fa06f5335d903c23a5fd3eaef9b6652c8d7c 188 2 Figure 5: Photo from Sensor, Shinae plain 2023-12-09T01:38:49+00:00 Woojin Ahn c5f6fa06f5335d903c23a5fd3eaef9b6652c8d7cThis page is referenced by:
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The image depicts several characters who look like aliens, which may be metaphorical representations of the different emotions and psychological states players encounter within the game. The lack of detailed features on the figures might suggest the universality of the emotions being represented, allowing players to project their feelings onto these blank slates. The sparseness and the ghostly outlines of the aliens reinforce a sense of disconnection and otherness, highlighting the theme of isolation in two key ways:
Firstly, the sketchiness can be perceived as a visual metaphor for the incomplete connections we often experience in our digital interactions. Just as the figures are only partially formed, so too can our online interactions feel partial, lacking the full emotional bandwidth that in-person connections provide. This resonates with the game’s narrative that suggests that the digital realm can paradoxically connect us across vast distances while simultaneously highlighting the vast emotional spaces that lie between us.
Secondly, the central figure’s clarity amidst the vague others could signify the protagonist's unique emotional burden. In absorbing the emotions of others, the protagonist stands distinct and isolated, even when surrounded by a crowd. The design suggests a protagonist who is set apart by their empathetic abilities, emphasizing their separation from others who do not share or understand this intense emotional experience. This illustrates the concept that heightened sensitivity to others' emotions can lead to a profound sense of isolation, as one may feel alienated by the intensity and depth of their emotional experiences that are not shared by others.
Referring to Bonnie Ruberg's work, "Empathy and Its Alternatives: Deconstructing the Rhetoric of 'Empathy' in Video Games," this image and the game itself could be analyzed in terms of how they challenge the player to engage with the concept of empathy. Ruberg argues that games often claim to foster empathy, yet the way they go about it can be simplistic or problematic. "Sensor" could be seen as offering a more nuanced and critical approach to empathy, encouraging players to recognize the burdens and limitations of emotional absorption, much like the protagonist endowed with heightened empathy. Ruberg's assertion that "empathy in games often involves players taking up residence in the experiences of others, which can turn into a colonizing of affect—an invasion and occupation of others’ experiences" (Ruberg 61) is particularly resonant with "Sensor's" narrative. It suggests that the act of empathy, while seemingly benign or even beneficial, can also lead to a form of emotional domination and a failure to recognize the autonomy of others' experiences. The game's portrayal of the path to understanding through emotional absorption can paradoxically lead to a deeper sense of isolation, both for the protagonist and the player. This complex interplay between empathy and isolation underscores a nuanced consideration of empathy's role in gaming and its potential to both connect and isolate individuals in a digital realm.