z-logo
open-access-imgOpen Access
Empathy for the game master: how virtual reality creates empathy for those seen to be creating VR
Author(s) -
Roquet Paul
Publication year - 2020
Publication title -
journal of visual culture
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.157
H-Index - 25
eISSN - 1741-2994
pISSN - 1470-4129
DOI - 10.1177/1470412920906260
Subject(s) - empathy , virtual reality , psychology , headset , optical head mounted display , human–computer interaction , computer science , social psychology , artificial intelligence , telecommunications
This article rethinks the notion of virtual reality (VR) as an ‘empathy machine’ by examining how VR directs emotional identification not toward the subjects of particular VR titles, but toward VR developers themselves. Tracing how both positive and negative empathy circulates around characters in one of the most influential VR fictions of the 2010s, the light novel series-turned-anime series Sword Art Online (2009–), as well as the real-life figure of Palmer Luckey, creator of the Oculus Rift headset that launched the most recent VR revival, the author shows how empathetic identification ultimately tends to target the VR game master, the head architect of the VR world. These figures often already inhabit a socially privileged position. A better understanding of how VR channels empathy towards VR creators points to the need to ensure a broader range of people have opportunities to take up the role of VR game master for themselves.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here
Accelerating Research

Address

John Eccles House
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom