Abstract
This study examines the game If We Were Allowed To Visit, which represents a radical experiment in the remediation of graphic poetry. The game evokes shock and resists full perception, encountering a certain limitation or remediation block. The aim of the study is to explain this phenomenon, refine existing ideas about the specifics of perception in digital art, and identify the social issues that the game’s interface may potentially reflect upon. The analysis revealed that computers manipulate symbols and data far faster than the human brain and that imagination slows down when mediated by language. As a result, the perception of such digital interface where reading is embedded in the process of graphic generation exceeds our cognitive capacities. The case of If We Were Allowed To Visit is examined as a Procrustean interface — one of several types of shock interfaces (alongside unconventional, broken, and incoherent interfaces). An analysis of the Procrustean interface from the perspective of media archaeology and remediation mechanisms also suggests that it may serve as a means of pointing to the trauma we experience in the process of adapting to new media.
References
Aliev, R. T. (2024). Beyond Usability: A Critical Analysis of Interface Research. Galactica Media: Journal of Media Studies, 6(2), 223–259. https://doi.org/10.46539/gmd.v6i2.493 (In Russian).
Bolter, J. D., & Grusin, R. (2000). Remediation: Understanding new media. MIT Press.
Brown, D. H. (2018). Infusing perception with imagination. In Perceptual imagination and perceptual memory (pp. 133–160). Oxford University Press. https://doi.org/10.1093/oso/9780198717881.003.0007
Carlsson, A., & Miller, A. B. (2012). Future potentials for ASCII art. In Postdigital art – Proceedings of the 3rd computer art congress (pp. 13–24). Europia.
Cramer, F. (2015). What Is ‘Post-digital’? In Postdigital aesthetics: Art, computation and design (pp. 12–26). Palgrave Macmillan. https://doi.org/10.1057/9781137437204_2
Essom-Stenz, A., & Roald, T. (2023). Imagination in perception and art. Theory & Psychology, 33(1), 99–117. https://doi.org/10.1177/09593543221135149
Galloway, A. (2012). The interface effect. Polity.
Gandelman, C. (1991). Reading pictures, viewing texts. Indiana University Press.
Hansen, M. (2004). New philosophy for new media. MIT Press.
Higgins, D. (1987). Pattern poetry: Guide to an unknown literature. State University of New York Press.
Ishai, A., & Sagi, D. (1995). Common Mechanisms of Visual Imagery and Perception. Science, 268(5218), 1772–1774. https://doi.org/10.1126/science.7792605
Kirichenko, V. V. (2022). Speedrunner as a Virtual Naturalist. Galactica Media: Journal of Media Studies, 4(4), 223–243. https://doi.org/10.46539/gmd.v4i4.299 (In Russian).
Latypova, A. R. (2016). Error Conversion: Glitch Art in Computer Games. In Media Philosophy XII. Game or Reality? (pp. 263–280). Fond razvitiya konfliktologii. (In Russian).
Lenkevich, A. S. (2021). “Are You in Your Body?!”. The Study of Biopolitical Interface Design. Galactica Media: Journal of Media Studies, 3(2), 141–165. https://doi.org/10.46539/gmd.v3i2.160 (In Russian).
Manovich, L. (2001). The language of new media. MIT Press. https://doi.org/10.22230/cjc.2002v27n1a1280
Marks, L. U. (2002). Touch: Sensuous theory and multisensory media. University of Minnesota Press.
McLuhan, H. M. (2003). The Gutenberg Galaxy: The Making of Typographic Man. Nika Tsentr. (In Russian).
Merleau-Ponty, M. (1999). Phenomenology of Perception. Yuventa; Nauka. (In Russian).
Moradi, I. (2008). Seeking perfect imperfection: A personal retrospective on glitch art. Vector, 6.
Mozhdehfarahbakhsh, A., Hecker, L., Joos, E., & Kornmeier, J. (2024). Visual imagination can influence visual perception – towards an experimental paradigm to measure imagination. Scientific Reports, 14(1), 24486. https://doi.org/10.1038/s41598-024-74693-x
Muzhdaba, A. D. (2014). Hope, return and captivity: Features of narrative in Dear Esther. In Media Philosophy X: Computer Games: Research Strategies (pp. 203–224). Publishing house of the St. Petersburg Philosophical Society. (In Russian).
Ocheretyany, K. A. (2024a). Marquis de Sade — the Inventor of the Interface. Logos, 34(6), 46–64. https://doi.org/10.17323/0869-5377-2024-6-47-64 (In Russian).
Ocheretyany, K. A. (2024b). Ghost in My Pocket: Tamagotchi Media Archaeology. Galactica Media: Journal of Media Studies, 6(2), 261–276. https://doi.org/10.46539/gmd.v6i2.492 (In Russian).
Richardson, I., & Wilken, R. (2009). Haptic vision, footwork, place-making: A peripatetic phenomenology of the mobile phone pedestrian. Second Nature, 2, 22–41.
Ryan, M.-L. (1999). Immersion vs. Interactivity: Virtual reality and literary theory. SubStance, 28(2), 131–134.
Schaffner, A. K., Knowles, K., Weger, U. W., & Roberts, A. M. (2012). Reading Space in Visual Poetry: New Cognitive Perspectives. Writing Technologies, 4(1), 75–106.
Scully-Blaker, R. (2014). A practiced practice: Speedrunning through space with de Certeau and Virilio. Game Studies, 14(1). http://gamestudies.org/1401/articles/scullyblaker
Serada, A. S. (2019). Phantom affordances in video games. Galactica Media: Journal of Media Studies, 4, 86–107. https://doi.org/10.24411/2658-7734-2019-10038
Skomorokh, M. M. (2020a). Algorithmic aesthetics: If-image as a form of resistance to code computability. In Proceedings of the Center for Media Philosophy XIV. Critique of the Digital Mind (pp. 160–181). Academy for Cultural Research. (In Russian).
Skomorokh, M. M. (2020b). Kristallijn: Between Achilles and the Tortoise. Gamestudies.ru. https://gamestudies.ru/criticism/kristallijn/ (In Russian).

This work is licensed under a Creative Commons Attribution 4.0 International License.

