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Karolina Sobecka’s video game reverses the logic of First Person Shooter games. In her work, the gun is AI-assisted. It fires automatically when a ‘target’ enters its field of view and guides the player’s hand to aim more effectively. The player cannot drop the weapon or stop it from firing, but he/she can obstruct it (and the gun’s) vision. The object of the game is to shoot as few people as possible

The case studies in this volume include the analysis of the shrapnel fragments in a room struck by drones in Pakistan, the reconstruction of a contested shooting in the West Bank, the architectural recreation of a secret Syrian detention center from the memory of its survivors, a blow-by-blow account of a day-long battle in Gaza, and an investigation of environmental violence and climate change in the Guatemalan highlands and elsewhere