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

    Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Academic › peer-review

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    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 2018 → 31 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
    Period28/10/18 → 31/10/18

    Keywords

    • Empathy
    • Games
    • Immersive Technologies
    • Persuasion

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