Video games technologies are necessarily embodied, requiring players’ active interaction with the platform in order access the internal workings of the game. As a result, technologies are constrained by and designed for the bodies intended to use them. The GBArcade sheds light on the idealised bodies that inform the design of a videogame platform.
I approached the design of the arcade table thinking about my father. He and I are both fans of Nintendo and Intelligent System’s Fire Emblem series, but he has only played the titles for the GameCube and Wii because they’re meant to be displayed on a television. GBA and DS screens are too small for him to play comfortably. Consequently, the majority of the series was inaccessible to him, even though I own the games and the original platforms. The arcade table I produced therefore presents itself as a large-scale GBA that reflects on the ways certain bodies are privileged in platform design. With a backlit monitor and large buttons, the project magnifies the inherent issue with portable platforms and invites new bodies to the table.
At the same time, when the experience of gaming requires the player to use their body in unfamiliar and even uncomfortable ways, it demands that the player reckon with the materiality of the platform. As the design of technology attempts to efface the interface as much as possible, this project returns us to the embodied experience of playing a video game: inputting direction commands on the GBArcade requires nearly the entire hand, not just a thumb; the buttons are far enough apart that prolonged gameplay is unsustainable; and having to stand and lean forward to play the game calls attention to the body in ways that video games typically don’t do.