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

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17 Citations (Scopus)
3 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
Place of PublicationNew York
PublisherAssociation for Computing Machinery, Inc
Pages493-501
Number of pages9
ISBN (Electronic)978-1-4503-5968-9
DOIs
Publication statusPublished - 23 Oct 2018
Event5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018 - Melbourne, Australia
Duration: 28 Oct 201831 Oct 2018
Conference number: 5

Conference

Conference5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018
Abbreviated titleCHI PLAY 2018
Country/TerritoryAustralia
CityMelbourne
Period28/10/1831/10/18

Keywords

  • Empathy
  • Games
  • Immersive Technologies
  • Persuasion

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