Vigilance 1.0, 2001
Cédérom PC, couleur, son
The player faces a series of screens that allow him or her to simultaneously watch over many locations : streets, supermarkets, parking lots, boutiques, buildings, schools, etc. The objective is denunciation. Within a limited time (working hours), the player must identify a maximum amount of infractions: burglaries, car radio thefts, transgressions of the road code, dumping of household waste, drug dealing, soliciting, procuring, public alcoholism, acts outraging public decency, corruption of a minor, sexual harassment, adultery, incest, paedophilia, zoophilia, necrophilia, etc. With each offense committed, the score increases; with each libellous claim, it decreases. Since every citizen is a potential delinquent, any unpunished infraction increases the rate of amorality of the society. A good level of surveillance will lead to a healthy improvement in morals, a return to a sense of effort, family and solidarity. Insufficient surveillance will definitely plunge the population into chaos and depravity.
Since players are prevented from exercising their critical judgement through the lure of success (in the form of points), they are faced with a paradox: they continue to behave as hardliners of the law, while gradually understanding that playing the game means playing against the discourse of the game. The places where the denunciation operates – the critique of a high-surveillance society, total visibility and widespread spy operations – disguised by the screens that recall childhood games, eventually put players in the position of denouncing themselves.
Translated by Anna Knight