|  
 | 
   
    |  | 
   
    |  | 
   
    |   | SWEAT is a videogame collaborative dedicated to making socially conscious
	 videogames.
 
 It was first convened on the US-Mexico border in 2000 to work on the game 
	 Crosser™. The participants were invited from a diversity of 
	 intellectual and practical backgrounds; graphic design, architecture, 
	 anthropology, printmaking and psychology. They were all living the 
      experience that we wanted to comment on. It was, in essence, a “design 
      maquila.” (International treaties created twin assembly plants, one on each side 
      of the border.) In this project, collaborators came from both sides of the 
      border. The collaborators provided the back story and taught elements of 
      it to me and to each other. This first iteration was adjourned upon the completion
	 of Crosser™.
 
 SWEAT continues to exist, now in Denver, with different collaborators, and a new 
      game in the making. What’s different about the second iteration of SWEAT 
      is that the participants come from similar intellectual and practical backgrounds. 
      One knows how to program, but can’t draw (he thinks); two know how 
      to draw but can’t program (they think). All three are extremely eloquent 
      and accustomed to handling difficult ideas, and all three are studying digital 
      media and culture. But they don’t know the history of the region being 
      modeled. The elaboration of the back story, of the cultural narrative, becomes 
      part of the research and development phase of the project.
 
 We are culturally engaged. We seek moments of empathy and of creative imagination 
	 in the mind of the player. Blurring the line between the fun and the social conscience. 
	 We attempt to create a tension, a dissonance between “game” and 
	 “critique”, 
      between fun and serious, between glee (which I think is unself-conscious) 
      and guilt (which is totally self-conscious). We try to put players on 
      uncertain footing, without preaching, 
      without piety, and open a space, an opportunity for the player to question 
      the situation being presented. That moment of questioning, of sparking the 
      use of intellect and of creative imagination in someone else is – 
      we think – a radical act given contemporary political climates.
 
 
 |