2020
DOI: 10.1177/1470412920906261
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Empathy and nausea: virtual reality and Jordan Wolfson’s Real Violence

Abstract: Jordan Wolfson’s Real Violence (2017) is a brief virtual reality (VR) piece that depicts the artist beating a man to death with a baseball bat. Wolfson uses the haptic possibilities of VR to rapidly induce nausea in the viewer, an act that both relies on empathetic aspects of VR simulation – ‘empathy’ here linked with its history in German aesthetic psychology as Einfühlung – and is a confrontational distancing that questions the politics of ‘empathetic’ immersion. Real Violence demonstrates how contemporary j… Show more

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Cited by 25 publications
(6 citation statements)
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“…It should be noted that VR critics are well-aware of somatic effects. Bollmer and Guinness (2020), for example, identify ‘centripetal’ somatic empathy with beating and beaten characters in Jordan Wolfson’s Real Violence (2017), as well as opposing ‘centrifugal’ sensations of nausea and disorientation interpreted as empathy (Einfühlung) of feeling-into the image. In another account of VR works about nuclear disasters (Guinness, 2020), Guinness regard the user’s missing presence in the virtual world and the related dashed hapticality as a kind of phantom pain that effectively resonates the apocalyptic content, they still overlook the uniqueness of self-specific embodiment and its possible ethical merits.…”
Section: Discussionmentioning
confidence: 99%
“…It should be noted that VR critics are well-aware of somatic effects. Bollmer and Guinness (2020), for example, identify ‘centripetal’ somatic empathy with beating and beaten characters in Jordan Wolfson’s Real Violence (2017), as well as opposing ‘centrifugal’ sensations of nausea and disorientation interpreted as empathy (Einfühlung) of feeling-into the image. In another account of VR works about nuclear disasters (Guinness, 2020), Guinness regard the user’s missing presence in the virtual world and the related dashed hapticality as a kind of phantom pain that effectively resonates the apocalyptic content, they still overlook the uniqueness of self-specific embodiment and its possible ethical merits.…”
Section: Discussionmentioning
confidence: 99%
“…In VR’s perpetual failure to achieve disembodiment and transcendence, however, immersion is often framed as a ‘problem’ to be solved by a range of corporate ‘best practices’ for designers and programmers (LaRocco, 2020: 99). The failure of immersion reveals more than the desire for immersivity alone, it speaks to the absolute persistence of the body, its experience of nausea and sickness (Bollmer and Guinness, 2020), and the necessity of embracing a parallelism that relates embodied motion and space ‘outside’ the simulation with the world ‘inside’ the game and the visual representation of the player as ‘avatar’ (cf. Frow, 2014: 41–49).…”
Section: Hands Avatars and The Impossibility Of A Disembodied Immersi...mentioning
confidence: 99%
“…But this removal requires, often, an extreme control over embodied movement. Even though this means, at a physical level, the medium and body never actually disappear, the goal is to deny the possibility of the medium or body becoming visible – otherwise, and unlike other forms of media, the body literally becomes nauseated the moment the link between simulation and body are severed (Bollmer and Guinness, 2020). The representation of hands in VR further challenges both the very possibility of virtual disembodiment as well as the seeming ‘goal’ of inventing ‘simulations’ in which the player can perform actions otherwise impossible outside of the VR simulation (or of simulation permitting one to transcend their own subjectivity and ‘empathise’ with others).…”
Section: Hands Avatars and The Impossibility Of A Disembodied Immersi...mentioning
confidence: 99%
“…Hassan, for example, summarised a 2015 TED talk: Milk claimed that 360 degree VR creates 'the ultimate empathy machine' where 'visceral emotional reactions' are generated to the point where the participant 'feels present with the people' they see within the digital 'world [you] inhabit'. (Hassan, 2019: 2) Following the popular success of this talk, a range of critical perspectives on the empathy machine narrative have been published recently (Andrejevic and Volcic, 2019;Bollmer, 2017;Bollmer and Guinness 2020;Bystrom and Mosse, 2020;Clifford and White, 2020;Gruenewald and Witteborn, 2020;Hassan, 2019;Irom, 2018;Nakamura, 2020;Nash, 2018;Rose, 2018). To add to this, our reading of the assertions made by advocates for immersive technologies and their potential to produce empathy rests on a wider engagement with discussions in cultural theory and specifically with what has been termed the 'turn to affect' (e.g.…”
Section: Empathy Machining As Manipulationmentioning
confidence: 99%