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

Martijn JL Kors, Erik D. van der Spek, Gabriele Ferri, Ben AM Schouten

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

9 Citations (Scopus)
1 Downloads (Pure)

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 languageEnglish
Title of host publicationCHI PLAY 2018
Subtitle of host publicationproceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play companion extended abstracts : October 28-31, 2018, Melbourne, VIC, Australia
EditorsFlorian Mueller, Daniel Johnson, Ben Schouten, Zachary Toups, Peta Wyeth
Place of PublicationNew York
PublisherAssociation for Computing Machinery
Pages493-501
ISBN (Print)9781450359689
DOIs
Publication statusPublished - Oct 2018
Event2018 Annual Symposium on Computer-Human Interaction in Play - Melbourne, Australia
Duration: 28 Oct 201831 Oct 2018

Conference

Conference2018 Annual Symposium on Computer-Human Interaction in Play
Country/TerritoryAustralia
CityMelbourne
Period28/10/1831/10/18

Fingerprint

Dive into the research topics of 'You; the observer, partaker or victim. Delineating three perspectives to empathic engagement in persuasive games using immersive technologies'. Together they form a unique fingerprint.

Cite this