Final Proposal

Frankenstein VR:

Introduction:

Frankenstein VR is a Virtual Reality app developed specifically for the Google Cardboard system. This is an interactive game modeled after the classic children’s game-book series  “Choose-Your-Own-Adventure” popularized in the 1980’s and 1990’s (Chooseco LLC 2018). This app utilizes the user’s autonomous choices to teach concepts of empathy through the guise of Mary Shelley’s Frankenstein. Players experience the events that unfold in quintessential Mary Shelley’s Gothic novel through the eyes of the Creature, thus literally placing them “in the monster’s shoes”.

Mary Shelley’s Frankenstein is a relatively ubiquitous piece of literature across most of Western society. If one has not read it, they are at least familiar with the grotesque image of the green-skinned ghoul with bolts in his neck propagated by early Hollywood. Due to the story’s renown, Frankenstein VR in turn will be popular across two major demographics. The primary audience and main target market for the Frankenstein VR app is students aged 14-20 who are concurrently studying the original text. It is meant to be an educational tool that informs and reinforces the main conflicts the Creature comes across in the novel. In turn, the app brings the larger concept of empathy for the “Others” in society to the forefront of the student’s mind, allowing for an in depth discussion to be facilitated by their professors. The secondary audience for the Frankenstein VR app is the general public with access to a smartphone and Google Cardboard. The purchase of the VR app through the consumer’s preferred App store, will drive revenue, and allow for the further development of an interactive game app that can be experienced without the use of the Google Cardboard. While Frankenstein VR will give the users a unique and thought provoking experience, no matter their age, the primary function is to ultimately instill a better understanding of the importance of empathy via practical application.   

Victor Frankenstein’s Creature is an embodiment of the inherent empathy gap that has been ever prevalent in the world. The Creature is regarded as a societal “other”, and thus rebuked from the 19th century world in which he resides, and while we regard the morals of the world 200 years ago as perhaps less evolved, the same prejudices exist under different guises in the 21st century. In fact, a 2010 test designed by the University of Michigan to measure the prevalence of empathy across a wide swath of age gaps reported back a startling figure; “College Students today are 40 percent less empathetic than those who graduated two or three decades ago” (Gasgreen 2010). The main fault in our modern thinking is that the “concept of persona is linked towards a problematic attitude towards human life, derived from theology” (Carpi 2011).  This is exemplified in the Creature’s personal struggle and self-identification with the figure of Lucifer in Milton’s Paradise Lost (Shelley 1813).  There have always been those who fit into the societal “norm”, and the “others” who do not, but with the invention of the internet, there has been a spike in our overall awareness of those who have been “othered”. Those who do not conform to the glorified image of humans made in the image of an all powerful, perfect God can no longer be shunned and forgotten like in centuries past, and we are forced to confront the fact that our current perception of who is deemed worthy of our empathy is based heavily on their own, predestined physicality. Personhood is thus “characterized by two contrasting modes: it tends to be individual, but also needs to be put in relation with the ‘other’” (Carpi 2011). With the 24 hour media exposure we have become accustomed to, it is important that the upcoming generation of young adults grow, or at least maintain the level of empathy already instilled within them. With this in consideration, another 21st century phenomenon, Virtual Reality, is the perfect avenue to teach empathy. The engaging nature of the game is the key to teaching empathy as “it is unrealistic to expect students to become more empathetic if they aren’t actually committed to the idea” (Gasgreen 2010). Through the avenue of the Frankenstein narrative, the mindset of our youth can be changed, which is especially important because “the educated young people are the people who are going to be changing policies in the future (so), we better be sure they’re empathetic” (Gasgreen 2010).

 

Learning Outcomes:

The objective of Frankenstein VR game is to enhance empathy in users through directly experiencing and understanding the hardships the Frankenstein Monster had to endure in Mary Shelley’s novel. In this Virtual Reality (VR) game, users are put in the shoes of Frankenstein’s monster, without the player initially knowing that is who they are. Users will interact with characters from the novel who are either in dire help or in fear of the Monster (you, the user). Users will then have varying choices during these interactions. By the end of the experience, the more empathetic choices users make the more empathy points they’ll have scored. Teachers will have access to the scores of each user and will be able to determine their class’s overall empathy percentage.

One common question that people have about educational games, such as this one, is why does it have to be through a VR simulation? Studies investigated by researchers at Stanford University concluded that, “VR perspective-taking tasks may be more effective at improving attitudes towards specific social targets and motivating prosocial behaviors in the form of signed petitions in support of helpful initiatives than traditional and less immersive perspective-taking tasks.” (Herrera, 33). The studies done at Stanford Univ. were specifically geared towards the homeless. Users were put into VR and other less-immersive simulations of a homeless person and then all the data was compared. Of all the tests and simulations, VR was the only simulation that actually inspired users to sign petitions to go out and actually help the homeless.

“Putting on a VR headset… is an act of surrendering the self for the sake of another.” (‘C.T. Casberg’, Granados, 10-11). In this VR game, we aren’t seeking petitions from our users, we rather seek the effectiveness a VR simulation can have in enhancing empathy. “The intensity of VR immersion seems like a natural tool for sparking empathy. It lets you see, hear and, to a limited extent, even feel the same things as its central subject, in some cases allowing users to wander through a world at their own pace.” (Granados, 10). This is exactly what we’ll allow users to have: several different choices in situations that require users to think carefully about their decisions, but they can travel through at their own pace. By the end, certain decisions will give users a score that rates their empathy. Teachers can then gather the data to tally an overall class empathy percentage and begin discussion questions about the simulation to further understand the importance of empathy when it comes to socialization with people they have never met.

User Experience and Interface:

There are other games that have a choice based system put in place, but most of them are not specifically based in Virtual Reality. Detroit: Become Human for example has multiple choice routes, but does not have a VR interface and is restricted to console only. There is a Frankenstein VR game called Frankenstein: Beyond the Time, however, it does not focus on teaching empathy. Instead, it accomplishes something entirely different from our VR app. Frankenstein: Beyond the Time is an open world scavenger hunt game allows the user to explore a virtual world by looking for human body parts to put into a pot in order to assemble Frankenstein’s monster. In contrast, we are focusing on a Frankenstein choice-based adventure game that will teach empathy.

Our game will be accessed via a smartphone app designed for the Google Cardboard due to its affordability and ease of use. Some of the main advantages of using the Google Cardboard are increased mobility and accessibility. It is also more realistic to use in a classroom than other bulkier devices. The Pew Research Institute stated that about 90% of students aged 14 – 20 have cell phones (Pew Research Center 2018). If a student doesn’t have a cell phone then they can borrow a friend’s phone. This is why using Google Cardboards is more convenient and efficient within the age group. Students will be using the Google Cardboard to implement their choices in each of the empathy response inducing situations. By using the white dot in the center, students can move their heads toward the corresponding choice that they want to make, and select it with a button on the side of the device. Within our app, students will watch an interactive choice-based video and different scenes will unfold based on their choices.

Implementation Strategy:

Frankenstein VR is being designed with a focus on affordability and accessibility. The Google Cardboard is the clear option in the affordable VR realm. Not only is it one of the least expensive VR devices on the market, it also has a built in magnet that acts as a button, which fulfills our need for the player to be able to make choices. That being said, there are also many affordable options for external controllers. The simplicity of our game’s mechanics will allow it to be playable on all systems that use a controller for years to come.

In order to reach the public and complete our primary mission, teaching empathy, we will be bring Frankenstein VR to the top educational conferences in the nation. Many of these conferences have international representation as well. This is where thousands of educators go to research and test out new teaching methods, trends, and products. We will offer playable demos of Frankenstein VR at these conferences to the very teachers and professors that will implement it into their classrooms. Offering them a first hand experience will prove to be the best way to reach them. We will also have promotional videos that we will post on social media. Our product will be in high demand in the future based on the fact that “the global virtual reality market in the education sector will grow at a CAGR of over 59% during the forecast period. The increasing need for experiential learning is a major factor driving the market’s growth” (Technavio 2018). Simply put, there is a growing demand for products like ours.

Long Term Vision:

  Frankenstein VR has two distinct phases of development to optimize the efficacy of promoting the discussion of empathy. Phase One consists of the development of the VR app for the Google Cardboard Device. Our VR prototype will be a limited release to teachers only, and will be part of a demo packet for the Google Cardboard marketed towards educators. Once feedback has been gathered about the first experiences on the app, it will be debugged/adapted if necessary, and then given to the mass market on Steam, the Google Play store, or the Apple App Store.

  After the popularity of the VR app is garnered, Phase Two will be set into motion and, a smartphone app with further plot points from not only Frankenstein, but other popular Gothic novels in the public domain such as Bram Stoker’s Dracula, The Strange Case of Dr. Jekyll and Mr. Hyde, The Castle of Otranto, and many others will be developed. The app will be updated monthly with new chapters of the stories, and in app purchases will be available. This allows the company to bring on a host of popular digital artists and further their popularity amongst the general online public. The empathy scale will be carried throughout each experience and your empathy score will be cumulative. Following the successful launch of the VR and iPhone apps, we will focus on branding, diversifying art styles within the app, and keeping them consistent with each story, and moving into the convention circuit. We will also look into creation of physical merchandise such as art prints. With the growing market demand for Virtual Reality experiences Frankenstein VR is a prime product and lucrative business venture.

Works Cited:

Beach, Jason1, jbeach@tntech.ed., and Jeremy1, jwendt@tntech.ed. Wendt. “Using Virtual Reality to Help Students with Social Interaction Skills.” Journal of the International Association of Special Education, vol. 16, no. 1, Mar. 2016, pp. 26–33. EBSCOhost, cdcdccezproxy.stevenson.edu/login?url=https://search.ebscohost.com/login.aspx?direct =true&db=eue&AN=121404514&site=eds-live&scope=site.

Carpi, Daniela. Bioethics and Biolaw Through Literature. De Gruyter, 2011. EBSCOhost, ezproxy.stevenson.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=e000xna&AN=407462&site=ehost-live.

“Demographics of Mobile Device Ownership and Adoption in the United States.” Pew Research Center: Internet, Science & Tech, Pew Research Center: Internet, Science & Tech, 5 Feb. 2018, www.pewinternet.org/fact-sheet/mobile/.

Gasgreen, Allie. “Empathizing 101.” Inside Higher Ed, Inside Higher Ed, 24 Nov. 2010, www.insidehighered.com/news/2010/11/24/empathizing-101.

Granados, Luis. “Virtual Reality and Empathy.” Humanist, vol. 78, no. 2, Mar. 2018, pp. 10–11. EBSCOhost, ezproxy.stevenson.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=128114427&site=ehost-live.

 

Herrera, Fernanda, et al. “Building Long-Term Empathy: A Large-Scale Comparison of Traditional and Virtual Reality Perspective-Taking.” PLoS ONE, vol. 13, no. 10, Oct. 2018, pp. 1–37. EBSCOhost, doi:10.1371/journal.pone.0204494.https://ezproxy.stevenson.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=132436483&site=ehost-live

 

“History of CYOA.” Chooseco LLC, 2018, www.cyoa.com/pages/history-of-cyoa.

Technavio. “Global Virtual Reality Market in Education Sector – Social VR Spaces on the Rise | Technavio.”Business Wire, 23 Feb. 2018, www.businesswire.com/news/home/20180223005844/en/Global-Virtual-Reality-Market-Education-Sector–

 

Link to Slideshow Presentation: https://docs.google.com/presentation/d/1iwCoonoRoq-hwPWFJPyVaHt0VWsVng3S-rYfh6_7BgM/edit?usp=sharing

Frankenstein VR Abstract

As a child, I was captivated by a book series commonly referred to as “Choose Your Own Adventure” books. I read and reread these stories trying to uncover each of the unique endings, or at least as many as I could. I would spend hours living the same adventure over and over, seeing how I could make it differ. The VR experience I would like to implement capitalizes on this interest in discovering the unknown based on one’s reactions in certain situations, or moral crises. While I spent hours pouring over old books, the new generation of students have the ability to become that much more captivated by a story that has lasted over 200 years- Frankenstein.

 

Frankenstein is a perfect avenue to teach empathy especially when combined with the mechanics of a Choose Your Own Adventure story. It calls into question the actions of the user, and can be programed to trigger more empathetic responses. By rewarding empathy at a young age, we can bring up a generation that is more caring to their neighbors. Virtual reality is often coined “the ultimate empathy machine” and will be the best avenue to bring a VR experience based on a timeless book to life (Herrera, Bailenson, Weisz, Ogle, & Zaki 2018).

 

Frankenstein VR is a completely immersive Virtual Reality application that allows the user to make choices based on their own empathetic levels. With continued use past the VR headset, and with the development of a user friendly smartphone app, Frankenstein VR can easily transcend and persist in our society. By making the app an engaging and unique experience with a whole cast of characters right out of everyone’s favorite Gothic novels, empathy can be taught to everyone in society with smartphone access, and therefore become a forethought in our daily lives.

 

 

Citations:

 

Herrera, Fernanda, et al. “Building Long-Term Empathy: A Large-Scale Comparison of Traditional and Virtual Reality Perspective-Taking.” Plos One, vol. 13, no. 10, 2018, doi:10.1371/journal.pone.0204494.

The Road to Hell is Paved with Good Intentions

In Volume 2, Chapter 8 of Frankenstein, the creature is retelling his story to Victor, and filling in accounts of events during gap of time from his creation until the present moment in the story. He makes mention of two specific incidents that he believes made him the way he was. Upon revealing himself to the De Lacey family, the creature was met with horror and abandonment. When the creature saved the girl, he was met with reproach, and subsequently was shot in the shoulder. In both cases the creature merely wanted to interact with humanity and try to save it, but was literally demonized due to his appearance. The creature goes on to cite these incidences as the fuel for his vengeful nature and attributes the murder of William to his specific hatred of the Frankenstein family. In our society there are plenty of cases in which children who have been abused or abandoned rise above their situation at home and become inspirations to those around them, offering help and support to children in similar situations.

Why do you think the creature when to such an extreme length as to murder the family member of a father who was not in his life? How does this reflect Mary Shelley’s own relationship with her own Father?

 

The Nuclear Family in the Post-Atomic Age

(Source: tumblr) Bob Montana via: http://riverdalegirlsrule.tumblr.com/post/42342896444

In the west there is a concrete idea of the Nuclear Family. The mother is the homemaker, and the father pays the bills. The woman minds the children, does laundry, cooks, cleans, and keeps everyone’s schedules. The man goes to work in an office. In a relationship, it is expected that both partners put equal work towards a common goal. So why is there a profound lack of empathy towards the struggles of women in the household? Why do we base our level of empathy towards women on their ability to perform duties that align with traditional gender roles? With the rise of the information age, the outdated midcentury ideals of the nuclear family have rapidly changed, but our level of empathy is still based on the traits we once sought in women that would denote them as “a proper wife”. When comparing our modern world to the fictional future society presented in the 1968 novel Do Androids Dream of Electric Sheep by Philip K. Dick, we can identify the social expectation of women at the time, and in turn relate that mindset to our current level of empathy towards seemingly liminal women. Two major factors have shaped our view of the value of the woman in the household; heterosexuality and patriarchal standards.

In America, historically, the idea of the idyllic family life with a mother and a father has been the accepted “normal”. The 1950’s standard is still locked at the core of many people’s idea of family life. This isn’t necessarily the reality. There have been several instances where the vast majority of the country did not have these standard heterogeneous relationships. In the late 1800’s the prevalence of romanticism, and marrying for love, not status was prevalent, causing divorce rates to “triple between 1860 and 1910”. Women leaving their partners for seemingly frivolous love interests were deemed treacherous, and not loyal to the family unit, and thus were demonized. The marriage rate eventually leveled in the 1920’s and throughout the Great Depression, as divorce was a very expensive process for those who were already struggling to scrape by on meager salaries. Though they were not officially divorced “as many as 2 million partners lived apart” by 1940. In Do Android’s Dream of Electric Sheep, the main character, Rick Deckard and his wife Iran can be seen almost mimicking this structure. Iran is resentful towards her husband, calling him a “murderer hired by the cops”, and her demeanor can be further interpreted to denote that though they live together, Iran doesn’t truly love Deckard and stays because she cannot afford to leave (Dick 1) Towards the end of the Great Depression’s, the archetype of the single, independent mother began to emerge. She not only ran the household, but also went to work in order to combat the depression. This was in turn seen by some as a betrayal and abandonment of children within the context of fundamental patriarchal family structures.

Following the chaos of the Second World War, Americans began to settle into the ideal family grouping we model our own familial structures on today. The national birthrate in the 1950’s doubled, and women settled into the role of homemaker for husbands who had survived the war. Women married young, and were expected to rear children, as children were seen as “emotional assets”, not an avenue of economic gain as in the depression era. This emphasis on the emotional importance of children is echoed in Do Androids Dream of Electric Sheep. In this post war society, those who are deemed the most valuable are those who can sustain life. People who live in the terrestrial wasteland previously called earth walk around with lead codpieces to protect their reproductive organs from the effects of nuclear fallout, as the ability to create life is held sacred in a toxic world devoid of it (Dick 19). Additionally, those who cannot procreate either because their genes have mutated to render them infertile, or because they are androids are classed as subhuman.

Dick’s novel also metaphorically discusses some then radical inventions that were prevalent during the time in which it was written. In the 1960’s, Americans were faced with the moral dilemma surrounding birth control. With the invention of the prophylactic birth control pill, women reached a new level of sexual autonomy. With this, there was both a rise in second-wave feminism, and socialist ideology. This rise in socialist-feminism sympathy, and new sexual freedom threatened the patriarchal ideals that governed our country from its conception, causing a backlash against these liberated women, and a call to return to fundamental familial ideals. Philip K. Dick personifies the sexually liberated woman of the 1960’s and 1970’s in the android Rachael. During a sexual encounter with the protagonist of Do Androids Dream of Electric Sheep, she mentions her inability to procreate. Androids like her are unable to proliferate their own race, and within both the Post- World War Terminus society and the political climate of the 1960’s, this infertility is condemned (Dick 177).

This idea that women want to overthrow the proverbial patriarchal figurehead to instate a matriarchal society via Marxist-Feminist revolution is absurd. Marxist-feminists’, and socialist-feminists’ modus operandi was simply “to expand the category of labour to accommodate what (some) women did, even when the wage relation was subordinated to a more comprehensive view of labour under capitalist patriarchy”. Due to the value that has been placed on the reproductive ability of women in the context of the nuclear family by an older generation that still holds socio-political power, women who cannot reproduce, choose not to, or are in homosexual relationships are considered still considered liminal.

Relationships in which the pairings can naturally produce offspring are inherently considered less liminal, however the same cannot be said with homosexual couples. This begs to question the nature of our empathy level towards heterosexual couples versus homosexual couples. A woman that cannot conceive naturally on her own is not considered inherently wrong, but a woman who choses not to have a child with her male partner is ostracized. Lesbian mothers also struggle with a societal lack of empathy. Many consider them unable to rear a male child that will be masculine enough, whereas female children raised by lesbians are often thought to be “too feminine”, or grow up with disdain towards men. Likewise, this problem is presented in Dick’s novel via the character Rachael as she is unable to reproduce and is classed as subhuman, despite possessing a range of emotions, sexuality, and memories (Dick, 177). Much like how the denizens of Dick’s Post World War Terminus society use infertility to condemn androids, the myths that run rampant in our society regarding same-sex parents are erroneous arguments that are presented in opposition to marriage equality.

With the trials and tribulations coinciding with the fight for marriage equality, we have seen the idea of the monogamous heterosexual couple shift. Coinciding with the rise of Transgender visibility, and the rise in publicity of the LGBT community, the modern heterosexual couple can be defined in a plethora of new ways. For example, couple consisting of a transgender man and transgender woman has the ability to naturally sexually reproduce. Though these occurrences are rare, they do happen and call into question our 21st century notion of heterosexuality within the context of the traditional nuclear family. Additionally, a bisexual male and bisexual female have the ability to naturally reproduce, and on the outside can seem like a “heterosexual” couple, though term cannot be conflated with their sexual identities. If our definition of a heterosexual relationship can be so fluid, this same logic should be applicable to the future. It is not the case in Dick’s novel. Because it was written in the mid 20th century, Do Androids Dream of Electric Sheep does not echo the 21st century realizations about the nature of heterosexuality and the modern family structure.

Liminal women are often seen as unworthy of empathy. It is traditionally expected that a woman will do all housework with no complaint. If she is unable to perform those duties, or fails to rear children in a traditional way, she is condemned. Iran proves this in Do Android’s Dream of Electric Sheep when she fails to have a desire to use the Mood Organ. Her husband, Rick, nearly forces her to alter her mood in order to be happy, as not to upset him prior to him leaving for work (Dick 7). Similarly, women are considered unfit if they operate without the presence of a dominant male that represents the overarching power of Patriarchy in western society. Rick is the example of this patriarchal overreach as he literally “dialed 594; pleased acknowledgment of husband’s superior wisdom in all matters” for his wife (Dick 7). With or without her consent, this scene in Dick’s novel is a troubling reminder of how women have been regarded in our past. Single women are still looked down upon, and not empathized with because of the sentiments Americans have towards both divorce, and living outside the control of a patriarch – that it is wrong, and women should be loyal to their male counterparts no matter what; an archaic ideology that traces its roots back to before the Civil War. Conversely, women who cannot conceive naturally within the context of a monogamous relationship in our 21st century society are pitied. There is an implicit importance put on the ability to carry a child, and women who are actively trying to conceive, but cannot are placed above women who rely on birth control in order to stay childless.

Following the pivotal ideological revolution of the 1960’s wherein women began to have the chance to be considered autonomous sexual entities like the android Rachael rather than objectified receptacles of genetic material, the patriarchal nature of our society was finally being contested. More opportunities for women were presented in terms of profession, and higher education thanks to the rise of socialist-feminism. Those who profited from the nature of the nuclear family in which the woman, along with working, also provided the majority of emotional work and support in the relationship began to lash out in the form of decreased empathy. This is an irregularity in our accepted empathetic mindset. Generally “empathy is partial; we feel greater empathy for those who are similar to ourselves”. One would think that as women rose in the workplace, and began to have the same experiences at the men they worked alongside, there would be a higher level of empathy, but this is not the case.

So why is there such an irregularity in our general acceptance of the new nuclear family and the political nature of marriage equality? Simply put, the generational gap has weakened our sense of nationalist identity. Like in Dick’s novel, there is a central event that changes our viewpoint on women that determines the level of empathy felt towards them. In Rick Deckard’s reality it is World War Terminus, in our reality it is the Cold War. The millennial generation has been raised to be more open regarding their sexuality, and many have been raised in single-family homes. They recognize the post-modern woman as a liberated entity, who is able to make their own decisions, just as a man would. This archetype taught to modern young girls by women who were raised in the midst of the ideological revolution, and seek to pass on those ideals to their offspring.

Conversely, the politicians who currently hold office are from the Baby-Boomer generation. They were raised in a socio-political climate in which their mothers didn’t work, and divorce was seemingly taboo. The lawmakers who run our country are passing legislation to counter progressive movements, in an attempt to return to their “comfort zone”, in which a monogamous heterosexual couple is the perceived social norm. There is a lack of empathy towards women who do not fall into that category of submissive, family oriented vocation because the men in power cannot empathize with the modern woman. It is so divorced from their idea of the societal norm that it is hard for them to fathom. It is the same reason why Rick cannot accept that he is sexually attracted to a feminine looking android, as it is technically a subhuman “thing” in his mind (Dick 132). Simply put, those who control our religious, and socio-political regimes are those who profit largely from the archetypal Post- War woman, but not this new archetype of the Post-Modern woman.

The empathetic deficit is a massive void that contributes to the chaos of American society today. The older generation clings to power in our government in order to hold on to the ideals of their childhood, whereas the younger generation is calling for a complete shift. In order to survive in the 21st century, we must consider the following blockades against our empathetic freedom. Firstly, until the generational shift is more prominent, and those who remember the traditional “nuclear family” of the 1950’s are replaced, there is little legislatively that can be changed. Post-Modern ideology must replace an antiquated set of ideals in order to evolve in the information age. Secondly, with post-modernism thought becoming the new normal, we must instate new and inclusive societal markers that denote our level of empathy for the human race. Because we are so connected through social media, and the 24/7 news cycle, we as humans must identify and thus empathize with the fact that we all share the same struggle; the human instinct to belong to a group. Unlike the denizens of Philip K. Dick’s post-apocalyptic world, our group can no longer be chained to nationalist ties of geographic, racial, or socio-political ideology, but empathy must be understood and practiced homogenously across the globe.

 

 

Works Cited:

Dick, Philip K., and Philip K. Dick. Do Androids Dream of Electric Sheep?Del Ray, an Imprint of Random House, a Division of Penguin Random House, 2017.

Haberkorn, Jennifer. “The Baby Boom in Congress.” POLITICO, POLITICO, 1 May 2018, www.politico.com/magazine/story/2018/05/01/congress-tammy-duckworth-women-give-birth-in-office-history-218113.

Haraway, Donna. A Cyborg Manifesto. Georgetown University, 1984, faculty.georgetown.edu/irvinem/theory/Haraway-CyborgManifesto-1.pdf.

Hssung, Tricia. “The Evolution of American Family Structure.” Concordia University, St. Paul Online, 23 June 2015, online.csp.edu/blog/family-science/the-evolution-of-american-family-structure.

Katz, Jonathan. The Invention of Heterosexuality. University of Chicago Press, 2007.

Nussbaum, Matthew. “Brett Kavanaugh: Who Is He? Bio, Facts, Background and Political Views.” POLITICO, POLITICO, 9 July 2018, www.politico.com/story/2018/07/09/brett-kavanaugh-who-is-he-bio-facts-background-and-political-views-703346.

Recuber, Tim. “What Becomes of Empathy?” Cyborgology , 26 July 2016, thesocietypages.org/cyborgology/2016/07/20/what-becomes-of-empathy/.

 

Do Martians Dream of Sawdust Deserts?

In chapter 18 of Do Androids Dream of Electric Sheep?, Buster Friendly’s big announcement is finally revealed- Mercer is in an artificial landscape (Dick, 190). The entirety of Mercerism is based off of several 15 minute long videos of a man named Al Jerry, and products of the “now defunct Hollywood movie industry” (Dick, 120). It is further revealed that the basis for the ideology- the suffering of Mercer- is completely false, relying on ketchup, and rubber rocks to create the illusion of a desert (Dick, 121).

Do you think that the discovery of the falsehood of Mercerism really matters to this society? If they have all shared such a visceral experience of joint empathy, would the revelation of a simulated reality nullify Mercerism, or an adjacent belief surrounding empathy?