It also taps our fears over healthcare access and how our always connected life affects our mental health. It's a timely work of digital anxiety that captures a generational desire to use apps and technology to solve problems rather than seek to fully understand them. recognises that the quest for personal understanding is itself a form of play.
Our digital footprint, the game's tech proponents tell us, will reveal more secrets than whatever we say to a certified therapist. At least that's the theory.becomes an exploration of mind games, both in our inability to read ourselves and in the misguided belief that a quick fix is a permanent one. We play as Evelyn, a once-prominent tech developer who disappeared from social media for about three years. What inspired her tech and emotional hiatus is an underlying mystery.
Evelyn returns to work as a proxy for Eliza, the digital therapist the game is named after, and the program she helped create. In this role, she reads a script, wearing augmented reality glasses that analyse her patients and feed her lines.largely puts the player on rails, as Evelyn is instructed not to offer her own insights – it will confuse Eliza's reading of the patient. Some clients know the game; they're there to express discontent, get some antidepressants and move on.
Evelyn at the start is checked out. Everything designed to help has failed. We click through her smartphone, and see the exercise app that nags her, the emails she hasn't answered and the texts from friends that overwhelm her each night to the point that she can't be bothered to muster the energy to hang the art she had framed. No longer on social media, she has become a mystery to friends, and worse, herself.
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