Atomic Vacation combines a contemporary database-influenced narrative with
the emotional potency of oral history to generate spaces for actively
contemplating national identity, global citizenship, technology and
embodiment. While players explore Google landscapes of the American West,
visiting places of natural beauty like the Grand Canyon, as well as sites
of nuclear missile storage and testing, Shizuku, a robot girl from the
possible future, narrates the Pinnochio-esque story of her former life on
Earth. Along the journey, the player encounters archival objects (image,
video, sound and text) from Cold War history (e.g. remarkably callous
State Department films about HIroshima, Paul Robeson’s testimony
about being considered “less than an American” before the House
Un-American Activities Committee, etc.) and the present-day (e.g. DARPA
research on “narrative neurobiology,” a rescued egg-farm
chicken’s first walk on grass, the Japanese news report about a
prototype robot girl). Players can access other players’
contributions of data (text, sound, and image) offered in response to
in-game challenges, and contribute their own. Part multimedia fiction,
part historical archive, part community art project (players earn points
for tweets and for adding media to the game) AV allows players to interact
with their present-day selves from the vantage point of a post-apocalyptic
future. The object of the game is to prevent that future from becoming a
reality and to engage players in small, but personally meaningful acts of
archiving, contemplation, and aspiration. The final project will be an
Android app with narrative extensions housed and distributed through
Twitter.