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You; the observer, partaker or victim. Delineating three perspectives to empathic engagement in persuasive games using immersive technologies

You; the observer, partaker or victim. Delineating three perspectives to empathic engagement in persuasive games using immersive technologies

Summary

A commonality in socially-aware persuasive games is the strategy to appeal to empathy, as a means to have players feel and understand the struggles of another. This is particularly evident in the expanding use of immersive technologies, lauded for its ability to have players more literally 'stand in another's shoes'. But despite the growing interest, empathic engagement through immersive technologies is still ill-defined and the design thereof complicated, with questions like "who is the player?" and "with whom does the player empathize?". We contend that a better understanding of the different perspectives to empathic engagement - the observer, partaker, and victim - and the gap between realities can be insightful, and resulted in a framework to support future research and design.

Theme
Organisation
Published in2018 Annual Symposium on Computer-Human Interaction in Play Melbourne, Australia, AUS
Date2018-10
Type
DOI10.1145/3270316.3271547
LanguageEnglish

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