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

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureConferentiebijdrageAcademicpeer review

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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.
Originele taal-2Engels
TitelCHI PLAY 2018
SubtitelProceedings of the 2018 Annual Symposium on Computer Human Interaction in Play
Plaats van productieNew York
UitgeverijAssociation for Computing Machinery, Inc
Aantal pagina's9
ISBN van elektronische versie978-1-4503-5968-9
StatusGepubliceerd - 23 okt 2018
Evenement5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018 - Melbourne, Australië
Duur: 28 okt 201831 okt 2018
Congresnummer: 5


Congres5th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2018
Verkorte titelCHI PLAY 2018

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