Eliza imagines a world where our local shrink has been automated. — dpa
Please, pleads a character we meet in Eliza, just let him talk to a real human. The interactive game unfolds as a not-too-distant nightmare, one in which technology has enabled us to talk to everyone and connect with no one.
It also taps our fears over healthcare access and how our always connected life affects our mental health. It's a timely work of digital anxiety that captures a generational desire to use apps and technology to solve problems rather than seek to fully understand them.
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