Abstract
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.
Original language | English |
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Title of host publication | CHI PLAY 2018 |
Subtitle of host publication | proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play companion extended abstracts : October 28-31, 2018, Melbourne, VIC, Australia |
Editors | Florian Mueller, Daniel Johnson, Ben Schouten, Zachary Toups, Peta Wyeth |
Place of Publication | New York |
Publisher | Association for Computing Machinery |
Pages | 493-501 |
ISBN (Print) | 9781450359689 |
DOIs | |
Publication status | Published - Oct 2018 |
Event | 2018 Annual Symposium on Computer-Human Interaction in Play - Melbourne, Australia Duration: 28 Oct 2018 → 31 Oct 2018 |
Conference
Conference | 2018 Annual Symposium on Computer-Human Interaction in Play |
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Country/Territory | Australia |
City | Melbourne |
Period | 28/10/18 → 31/10/18 |