The issue of gun control has received an increasing
amount of criticism in contemporary American politics.
With such issues, debate is commonly reduced to two
extremes: you’re either for it or against it. But when you
begin to frame an issue like gun control as a matter of all
or none, and strong points can be made for both, people
become unnecessarily divided. The further these issues
grown apart, the harder it becomes for the two sides to
meet in the middle. In these circumstances, designers
have great potential as communicators to objectively
break down the issue in order to narrow this gap.

The fact of the matter is, no law can fix this issue; it
ultimately comes down the individual. Using a firearm
leads to serious outcomes; good or bad, just or unjust.
As such, demand a serious consideration of potential
consequences from the user before taking action. The
problem today is that people are jumping to their guns
without thinking, which is largely a result of how deeply
guns have become engrained in our culture. People are
becoming so desensitized to the usage of firearms that
they are using them without considering the consequen-
ces. The solution is this: to think before acting.

This project is not intended to suggest that video
games breed killers, but rather point out how com-
fortable we’ve become to the idea of gun use and
killing as they pop up more and more in news and
entertainment. Putting the user through a variety
of scenarios in which guns have frequently come
into play, the user is left to decide under what cir-
cumstances they consider the use of guns to be
morally permissible.

The final outcome of this project is a game-based
installation, but it’s a trap. If it’s a game then we are
supposed play until it’s over, if we’re given a gun then
we’re supposed to shoot it, if shooting earns us points,
we’re doing something right. We do these things with-
out any second thought, because they have become
habitual reactions. But how far will one go before they
start to question habit? At what point does a user think,
is this right? Such is the question this game intends to
ask, as players advance through repeated confirmation
prompts and progressively unsettling scenarios that
are designed to make them quit. You can finish the
game, but the the ending is not likely to be what you
thought it would….

[ view github repository ]
[ view process work ]