What is it about?

This paper is about how a virtual reality (VR) system, titled Anchorhold Afference, can help users feel and experience compassion for the lived experience of Julian of Norwich. Through this, we explore the role of gamified spaces through digital humanities and critical making. In a time when VR is conflated with video games and in which games are most traditionally associated with conquest, winning, and mastery, Anchorhold Afference opposes this and instead fosters radical compassion, as aligning with feminist media and data understandings, to invite users to an embodied experience. This work considers how VR technology can allow us to discover and evaluate the embodiment and materiality of isolation and confinement through a singular, unified and gamified experience, while also retrospectively considering the rhetorical emergence evoked through this process.

Featured Image

Why is it important?

This study identifies that the project, Anchorhold Afference, works against traditional understanding of games as experiences of conquest, winning, and mastery.

Perspectives

Writing this paper was a valuable experience to try to document that exciting capabilities of virtual reality -- especially so because it emphasizes a feminist perspective. All the more, we hope you enjoy this article and are inspired to generate your own creative and critical projects.

Kelsey Dufresne
North Carolina State University

Read the Original

This page is a summary of: Anchorhold Afference, June 2021, ACM (Association for Computing Machinery),
DOI: 10.1145/3450741.3465249.
You can read the full text:

Read

Resources

Contributors

The following have contributed to this page