Simulation of Life: How E-Lit Creates EmpathyMain MenuIntroductionSEPARATIONBy: Annie AbrahamsENTRE VILLEBy: JR CarpenterGALATEABy: Emily ShortWorks CitedThe collective sources used to make this bookAbout the AuthorsBackground information about the brilliant young minds behind this bookJohn Dominicos9db8de8b31a2cbc0231de37afdb30d1ff481a6e6Macin Sheeder7fe718065819f618eca588a54be47c69481f46b7Brianna Van Zanten3b57b6434c38050908281555a711a591b323afdc
Digital Cultures 2018
12018-11-16T08:22:31-08:00John Dominicos9db8de8b31a2cbc0231de37afdb30d1ff481a6e6321111Emily Short talking and reflecting about her work and the genre as a wholeplain2018-11-16T08:22:32-08:00John Dominicos9db8de8b31a2cbc0231de37afdb30d1ff481a6e6
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1media/Galatea.thumbnail.jpg2018-11-16T04:21:35-08:00GALATEA21By: Emily Shortimage_header2018-11-19T04:40:41-08:00Click to play Galatea
From Emily Short, a key author in the world of electronic media, comes Galatea, one of her first works. Galatea is a question and answer based textual work of interactive fiction. The premise is much like the game play, simple, but grows increasingly complex the more you look into it. You enter a lone, dark hallway with nothing in it save for a statue with her back turned to you. She speaks to you, “They told me you were coming”. From there, it’s you asking her questions and telling her about things until you either give up or reach one of multiple endings.
For about two minutes past the five minute mark, Emily Short tells an audience about why Galatea works and what qualities about it make it functionally successful in getting it’s points across vs. what made it a more flawed experience.
Galatea is whatever you want her to be. She changes based on your actions and you only get information from her if you ask the right questions. Galatea is a two sided coin. One side has freedom and the other side represents constraint. Together they work to create empathy. (Click HERE to find out how this concept works in JR Carpenter's Entre Ville.)