In DAY OFF, we watch as our protagonists play what we can only assume is a fully immersive virtual reality video game. They are completely disconnected from the world of the viewer, oblivious to the environment as well as the viewer's physical presence and gaze.

To an extent, the players have achieved the ultimate promise of entertainment- they are living in a world of their choosing, inhabiting their desired form to participate in any activity they decide, with limited consequences. However the viewer, removed from the player’s perspective, is made distinctly aware of the technology's inadequacy to achieve transcendence.The player becomes a parody of the current human condition- feeble bodies desperately attempting to escape the reality we were born into, grasping at the glowing windows in our pockets (and increasingly our minds) for a glimpse at a different world.

The player’s world is not necessarily an antisocial one (who is to say how many others they are interacting with via digital interface), but rather an anti-physical one. The temperature and topography of the viewer's world does not matter to the player, and their physical bodies are as much an outdated hinderance as the clunky headsets and wires required as intermediaries to his digital existence.

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