Joanne Drucker’s defines interface as “a boundary space” or “encounter between systems” (216). It can be explored further, as we discussed in Wednesday’s class, as a representation of the (un)real. This interpretation of “interface” causes us to read performativity and gender binaries through our interaction with interface both online and offline. This reading allows us to explore the idea that interface is a space where identities can be suspended, manipulated and constructed. With this definition and the idea of the representation of the (un)real in mind I want to explore the interface of government issued documentation and the computer game The Sims, which is currently making the forth edition. Lora’s case study of the “Gender Binary-ism Online, Representing the [un]Real” and example of the strictly male or female gender choice got me thinking about government issued documentation, such as a passport and driver’s license, as an interface or “boundary space” between the government and the person. The passport process particularly interests me because you need two previous government issued documents. The idea that your identity is constructed by various pieces of documentations or interfaces is interesting in regards to the construct of our personal identity. These documents are necessary representations of ourselves whenever we apply for schools, jobs, visas and so forth.
The other thing that came to mind, which relates more closely to our class discussion, the idea of performativity and online representations, is a computer game called The Sims. The virtual world of The Sims coincides with Ducker’s idea that online interfaces will become increasingly “the experience of being in the world” because it mimics “real life” (Drucker 219). If you’re unfamiliar with the game, basically you create character(s) and control their lives based on wants, needs, interactions, environment and so forth. The original The Sims game options (developed in 2000) were incredibly limited and basic. For example, the character traits were stereotypical (shy, neat, mean, active and so forth). However, over the last 14 years, various expansions and the three additional Sims games in the series has lead to the development of incredibly detailed portrays of “reality” or the representation of the [un]real.
Currently Sims 4 is in process of development and the promo video I posted below about the changes and upgrades in Sims 4 documents the extreme detail and “accurate” portrayal of the “realism” in Sims 4. The narrator describes the animation, reactions, gestures, movements, emotions, wants, needs and so forth as “more appropriate and realistic” (The Sims 4 – Careers, Emotions and Animations). For example, he states in the video that “when sims are feeling sad and upset they’re able to eat ice cream in the bathtub…and is more realistic” so that it “adds a different [and deeper] level of immersion into your actual sim character” (The Sims 4 – Careers, Emotions and Animations). The intense detail to human traits, reactions, gestures, emotions, desires and the acute specificity of the human condition allows the user to become completely immersed in the game; the interface is so smooth you can become completely immersed in what appears to be reality, but really, it’s just an amazing and addictive performative representation of reality.



