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UCL Computational Media Research
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Conference Simulator 2K

Three-channel video-game installation

Conference Simulator 2K explores social anxiety, isolation and the search for connection within gaming culture. Set at a reconstruction of the QuakeCon 2000 gaming convention, the work follows two characters struggling to find fulfilment through their escapist interests. Its virtual environment was developed from photographs of the event, including rows of computer monitors and a promotional castle constructed for Quake III Arena.

Through multiple-choice dialogue, players can encourage the characters to overcome their anxiety and meet, or make choices that prevent a potential friendship. Drawing on Marc Augé’s concept of the “non-place”, the installation considers how spaces organised around shared interests can nevertheless sustain loneliness and disconnection.

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