ABSTRACT
Empathic Games is a category of games that try to capture the reality of the characters and situations they face in order to make the player understand how it is to be "in someone else’s shoe". These are games that, in general, bring sensitive themes such as bullying, death, or various prejudices. There are works that highlight the importance of empathy in games, yet there is very little on how games can foster empathy in the player. Through a literature review, we sought to find studies on how games can generate empathy and what games are considered empathic. We also carry out the selection of a set of games, and we analyzed their structural elements that as can foster empathy, namely their: narrative, gameplay, graphics, and sound design. Our findings point out that the narrative element, alongside the intent and interdisciplinary factors (such as cultural aspects the game’s plot presents), are key factors in guiding how the game’s technical aspects support the player’s immersion in the game’s universe. We hope our results help in the development of interactive experiences that connect with the user on a deeper level, and allow them to better understand realities and scenarios that are different from their own daily lives. The findings of this study also complement the artifacts available in a conceptual framework to support designers and developers in creating more empathetic games.
- Dominic Arsenault. 2017. Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System (Introduction). https://doi.org/10.7551/mitpress/9787.001.0001Google ScholarCross Ref
- M Cecília C Baranauskas, Clarisse Sieckenius de Souza, and Roberto Pereira. 2012. GranDIHC-BR: prospecção de grandes desafios de pesquisa em interação humano-computador no Brasil. In Companion Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems. 63–64.Google Scholar
- Laura Beckwith, Margaret Burnett, Valentina Grigoreanu, and Susan Wiedenbeck. 2006. Gender HCI: What about the software?Computer 39, 11 (2006), 97–101.Google Scholar
- Jonathan Belman and Mary Flanagan. 2010. Designing games to foster empathy. International Journal of Cognitive Technology 15, 1 (2010), 11.Google Scholar
- Arthur Berger. 2017. Video Games: A Popular Culture Phenomenon. 3–28. https://doi.org/10.4324/9781351299961-2Google ScholarCross Ref
- Alice Blot. 2017. Exploring games to foster empathy.Google Scholar
- Liz Owens Boltz, Danah Henriksen, and Punya Mishra. 2015. Rethinking technology & creativity in the 21st century: Empathy through gaming-perspective taking in a complex world. TechTrends 59, 6 (2015), 3–8.Google ScholarCross Ref
- Bruno Bonnechère and Bruno Bonnechère. 2018. Serious games in rehabilitation. Serious Games in Physical Rehabilitation: From Theory to Practice (2018), 41–109.Google ScholarCross Ref
- Stuart Brown. 2015. A Brief History of Graphics. Ahoy (2015). https://www.youtube.com/watch?v=QyjyWUrHsFcGoogle Scholar
- Paolo Burelli. 2016. Game Cinematography: From Camera Control to Player Emotions. In Emotion in Games. Springer, 181–195.Google Scholar
- Kathy Charmaz. 2009. A construção da teoria fundamentada: guia prático para análise qualitativa. Bookman Editora.Google Scholar
- Steven Conway. 2010. A circular wall? Reformulating the fourth wall for videogames. Journal of Gaming & Virtual Worlds 2, 2 (2010), 145–155.Google ScholarCross Ref
- Patrick Crogan. 2018. Indie dreams: Video games, creative economy, and the hyperindustrial epoch. Games and Culture 13, 7 (2018), 671–689.Google ScholarCross Ref
- Cussan. 2019. Evolution of Video Game Graphics 1958-2020 [4K]. Cussan (2019). https://www.youtube.com/watch?v=IsPPWWlV-T8Google Scholar
- Alessandro De Gloria, Francesco Bellotti, and Riccardo Berta. 2014. Serious Games for education and training. International Journal of Serious Games 1, 1 (2014).Google ScholarCross Ref
- Tânia Saraiva de Melo Pinheiro, Caio Cesar Valério, Cristiano Maciel, Kamila Rios da Hora Rodrigues, and Eunice P dos Santos Nunes. 2021. Revisiting Empathy Games Concept from User Comments Perspective. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems. 1–11.Google ScholarDigital Library
- Jack Denham, Steven Hirschler, and Matthew Spokes. 2021. The reification of structural violence in video games. Crime, Media, Culture 17, 1 (2021), 85–103.Google Scholar
- Gustavo Velho Diogo. 2016. Empathy Games: Life, Death, and Digital Narratives. Radboud University (2016).Google Scholar
- Malte Elson, Johannes Breuer, James D Ivory, and Thorsten Quandt. 2014. More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games. Journal of Communication 64, 3 (2014), 521–542.Google ScholarCross Ref
- Emmanoel Ferreira. 2014. Diz-me com quem andas e direi o quão ‘indie’és: relações entre gênero e mercado no cenário dos videogames independentes. In CONGRESSO INTERNACIONAL COMUNICAÇÃO E CONSUMO, Vol. 4. 1–15.Google Scholar
- Vinícius Ferreira Galvão, Kamila Rios da Hora Rodrigues, Cristiano Maciel, Eunice Nunes, and Daniele Trevisan. 2022. Máquinas de empatia-Uma visão geral histórica da indústria sobre elementos característicos dos jogos empáticos. Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital (2022), 468–477.Google Scholar
- Michael Mansfield Georgina Goodlander. 2013. Press Start: Video Games in an Art Museum,. Journal of Interactive Humanities 1, 1 (2013), 615–624. https://doi.org/10.14448/jih.01.0004Google ScholarCross Ref
- SANDRA LÚCIA RÉBEL GOMES, MARÍLIA ALVARENGA ROCHA MENDONÇA, and Clarice Muhlethaler de SOUZA. 2000. Literatura cinzenta. In Fontes de informação para pesquisadores e profissionais. Ed. UFMG Belo Horizonte, 97–104.Google Scholar
- Lucas Aguiar Goulart. 2017. Jogos vivos para pessoas vivas: composições queer-contrapúblicas nas culturas de jogo digital. (2017).Google Scholar
- Maria J Grant and Andrew Booth. 2009. A typology of reviews: an analysis of 14 review types and associated methodologies. Health information & libraries journal 26, 2 (2009), 91–108.Google Scholar
- Dustin Hansen. 2016. Game on!: Video game history from Pong and Pac-Man to Mario, Minecraft, and more. Vol. 1. Macmillan.Google Scholar
- Christian Happ, André Melzer, and Georges Steffgen. 2015. Like the good or bad guy—Empathy in antisocial and prosocial games.Psychology of Popular Media Culture 4, 2 (2015), 80.Google Scholar
- Ben Hourigan. 2006. You Need Love and Friendship For This Mission!: Final Fantasy VI, VII and VIII as counterexamples to totalizing discourses on videogames. Reconstruction 6, 1 (2006).Google Scholar
- David Hume. 1896. A treatise of human nature. Clarendon Press.Google Scholar
- James D Ivory. 2015. A brief history of video games. The video game debate: Unravelling the physical, social, and psychological effects of digital games (2015), 1–21.Google Scholar
- Anker Helms Jørgensen. 2004. Marrying HCI/Usability and computer games: a preliminary look. In Proceedings of the third Nordic conference on Human-computer interaction. 393–396.Google ScholarDigital Library
- Johannes Katsarov, Markus Christen, Ralf Mauerhofer, David Schmocker, and Carmen Tanner. 2019. Training moral sensitivity through video games: A review of suitable game mechanisms. Games and Culture 14, 4 (2019), 344–366.Google ScholarCross Ref
- Steven L Kent. 2010. The Ultimate History of Video Games: from Pong to Pokemon and beyond... the story behind the craze that touched our lives and changed the world. Vol. 1. Crown.Google Scholar
- Jake Kring-Schreifels. 2021. Video Games Used to Copy Movies. Now They’re Influencing Modern Action.The Ringer (2021). https://www.theringer.com/2021/2/22/22291182/video-games-film-influence-action-movies-john-wick-hardcore-henryGoogle Scholar
- Petri Lankoski. 2007. Goals, affects, and empathy in games. Philosophy of computer games (2007), 1–10.Google Scholar
- Roni Linser, Nina Ree Lindstad, and Tone Vold. 2008. The magic circle-game design principles and online role-play simulations. In EdMedia+ Innovate Learning. Association for the Advancement of Computing in Education (AACE), 5290–5297.Google Scholar
- Miroslav Macák 2020. The Dawn of the 9th Console Generation: The Scalpers’ Heaven. Acta Ludologica 3, 2 (2020), 92–93.Google Scholar
- Viviana Carola Velasco Martinez. 2009. " O brincar e a realidade"... virtual: videogame, assassinatos e imortalidade. Estilos da Clínica 14, 26 (2009), 150–173.Google Scholar
- Leonardo Dias Martins and Fabíola Pantoja Oliveira Araújo. 2021. Mineração de Texto para a Análise do Perfil Emocional de Usuários de Jogo Empático. Anais do Computer on the Beach 12 (2021), 370–377.Google Scholar
- Heidi McDonald. 2013. Romance Games: Unpopular Genre or Untapped Market?lecture, Montreal International Game Summit, Montreal, Quebec, Canada (2013).Google Scholar
- Alison McMahan. 2013. Immersion, engagement, and presence: A method for analyzing 3-D video games. In The video game theory reader. Routledge, 67–86.Google Scholar
- Andrew McStay. 2018. Emotional AI: The rise of empathic media. Sage.Google ScholarCross Ref
- Michaelis. © 2022. Empatia. Editora Melhoramentos (© 2022). https://michaelis.uol.com.br/busca?r=0&f=0&t=0&palavra=empatiaGoogle Scholar
- R Myerson. 1991. Game theory: Analysis of conflict harvard univ. Press, Cambridge 3 (1991).Google Scholar
- Federica Pallavicini, Alessandro Pepe, and Maria Eleonora Minissi. 2019. Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?Simulation & Gaming 50, 2 (2019), 136–159.Google ScholarDigital Library
- Kamila R. H. Rodrigues, Caio Cesar Valério, Tânia S. M. Pinheiro, Cristiano Maciel, and Eunice P dos Santos Nunes. 2021. Revisiting Empathy Games Concept from User Comments Perspective. In Proceedings of the SBGames 2021.Google Scholar
- Marina Cotta Rangel, Luciana Cardoso de Castro Salgado, and Silvia Amélia Bim. 2022. TraduBem: Towards a Text Verification Tool for an Altruistic Language. In Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems (Diamantina, Brazil) (IHC ’22). Association for Computing Machinery, New York, NY, USA, Article 44, 7 pages. https://doi.org/10.1145/3554364.3559143Google ScholarDigital Library
- Tech Rules. 2020. History of VR Technology, But I Have to Explain in VR | Tech Rules. Tech Rules (2020). https://www.youtube.com/watch?v=XYzZ4JfX4bUGoogle Scholar
- Danilo Barros dos Santos, Tânia Saraiva de Melo Pinheiro, Cristiano Maciel, Kamila Rios da Hora Rodrigues, and Eunice Pereira dos Santos Nunes. 2020. Interpreting posts in empathic games: assumptions for a conceptual framework. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems. 1–10.Google ScholarDigital Library
- Lucas Marques dos Santos. 2021. Jogos digitais e autorrepresentação: a construção de sentidos nos videogames com elementos autobiográficos. (2021).Google Scholar
- Elena Shliakhovchuk and Adolfo Muñoz García. 2020. Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature.Educational Sciences: Theory and Practice 20, 1 (2020), 40–58.Google Scholar
- Adam Smith. 1822. The theory of moral sentiments. Vol. 1. J. Richardson.Google Scholar
- Osama Sohaib, Walayat Hussain, and M Khalid Badini. 2011. User Experience (UX) and the web accessibility standards. International Journal of Computer Science Issues (IJCSI) 8, 3 (2011), 584.Google Scholar
- Chris Stone. 2019. The evolution of video games as a storytelling medium, and the role of narrative in modern games. Game Developer (2019). https://www.gamedeveloper.com/design/the-evolution-of-video-games-as-a-storytelling-medium-and-the-role-of-narrative-in-modern-gamesGoogle Scholar
- Steve Swink. 2008. Game feel: a game designer’s guide to virtual sensation. CRC press.Google Scholar
- Raymond Usher, Paul Robertson, and Robin Sloan. 2013. Physical responses (arousal) to audio in games. The Computer Games Journal 2 (08 2013), 5–13. https://doi.org/10.1007/BF03392340Google ScholarCross Ref
- Leandro Manuel Reis Velloso. 2017. O espaço nos videogames: dentro e fora do círculo mágico. Ph. D. Dissertation. Universidade de São Paulo.Google Scholar
- Andrew Walsh. 2021. Press Y to Cry: Generating Emotions in Videogame Narrative. Game Developers Conference (2021). https://www.youtube.com/watch?v=_lp0libfp5MGoogle Scholar
- Josef Wiemeyer, Lennart Nacke, Christiane Moser, and Florian ‘Floyd’Mueller. 2016. Player experience. Serious games: Foundations, concepts and practice (2016), 243–271.Google Scholar
- Elie Wiesel. 2017. Night: Memorial Edition. Hill and Wang.Google Scholar
- F Michael Williams-Bell, Bill Kapralos, Andrew Hogue, BM Murphy, and EJ Weckman. 2015. Using serious games and virtual simulation for training in the fire service: a review. Fire Technology 51 (2015), 553–584.Google ScholarCross Ref
- Mark JP Wolf. 2008. The video game explosion: a history from PONG to Playstation and beyond. ABC-CLIO.Google Scholar
- Richard TA Wood, Mark D Griffiths, Darren Chappell, and Mark NO Davies. 2004. The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & behavior 7, 1 (2004), 1–10.Google Scholar
- Ossy Dwi Endah Wulansari, Johanna Pirker, Johannes Kopf, and Christian Guetl. 2019. Video games and their correlation to empathy. In International Conference on Interactive Collaborative Learning. Springer, 151–163.Google Scholar
Index Terms
- How to promote empathy in games? An analysis of the structural elements to be considered in the interaction design
Recommendations
A framework to support the development of empathic games
IHC '23: Proceedings of the XXII Brazilian Symposium on Human Factors in Computing SystemsA subcategory of games is gaining the attention of the academic community: Empathic Games. Games that forgo some of a game’s pure entertainment value, in favor of allowing the player to experience how it is to be in "someone else’s shoes" and deal with ...
Revisiting Empathy Games Concept from User Comments Perspective
IHC '21: Proceedings of the XX Brazilian Symposium on Human Factors in Computing SystemsAmong the types of games, incipient concepts about empathy games are found in the literature. Empathy is associated with a human ability to put oneself in the other's place, in the case of games, it can be associated with the fact that the player puts ...
A taxonomy of narrative-centric board and card games
FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital GamesNarrative-centric analog games 1 have emerged from a hybridization of genres: they borrow conventions from pen and paper-based role-playing games such as Dungeons and Dragons, as well as the foundations of eurogames and war games. Historically, board ...
Comments