Daniel Collins


claustrophobia


Claustrophobia is a game / experience designed to highlight awareness around the topics of consumerism, electronic waste and the effects of both have on one's mental health. The interactive work is less about fun and more about awareness. The ideal nature of the experience allows the player to enjoy their purchases, freely providing the player with streams of income but comments at their readiness to dispose of the good as quick as they bought it. the experience's primary goal is to highlight our needless consumption and disposal of goods to fulfil our desires while we condemn others in impoverished countries to deal with our trash when we have had enough of it.

When we explore the idea of our consumption of goods and peel back the layers, we can find the sinister reality that affects many in the underdeveloped world. Unfortunately, the truth of our consumption is grim. Health problems, primarily respiratory issues harm the many individuals of the third world. Africa, mainly Ghana and the surrounding costal cities are subject to our waste on a daily basis being burned to try and extract metals to earn a living.

Daniel Collins