Difference between revisions of "Empathy in Gaming"
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− | '''Empathy in gaming''' is a topic of ongoing discussion about both real and simulated behaviors required and encouraged in video games. As early as the 1970s, concerns have been raised about violent content and the example it sets.<ref> [https://news.google.com/newspapers?nid=1314&dat=19761229&id=eiFOAAAAIBAJ&sjid=q-0DAAAAIBAJ&pg=6835,5559430] </ref> | + | '''Empathy in gaming''' is a topic of ongoing discussion about both real and simulated behaviors required and encouraged in video games. As early as the 1970s, concerns have been raised about violent content and the example it sets.<ref> [https://news.google.com/newspapers?nid=1314&dat=19761229&id=eiFOAAAAIBAJ&sjid=q-0DAAAAIBAJ&pg=6835,5559430 Local safety authorities denounce game] </ref> |
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* Empathy-inducing mechanics | * Empathy-inducing mechanics | ||
* Empathy-suppressing mechanics | * Empathy-suppressing mechanics | ||
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+ | ==References== | ||
+ | <div style="clear: both; margin: 1em 0 0 0; padding: 5px; border: 1px solid #AAA; background: #F0F8FF"> | ||
+ | <references/> | ||
+ | </div> |
Revision as of 21:12, 18 February 2017
Empathy in gaming is a topic of ongoing discussion about both real and simulated behaviors required and encouraged in video games. As early as the 1970s, concerns have been raised about violent content and the example it sets.[1]
Sources for editor reference: https://en.wikipedia.org/wiki/Gaming_etiquette
Background
Proposed Outline
Single Player
- Ethical decisions
http://www.thatonevideogamer.com/articles/decisions-decisions-how-bioshocks-little-sisters-stand-out-in-the-world-of-video-game-morality-by-brett-bayonne/ https://en.wikipedia.org/wiki/Iji https://en.wikipedia.org/wiki/Undertale Manhunt (rewarding brutal kills)
- Guilt
The Witch's House http://www.polygon.com/2012/11/14/3590430/dont-be-a-hero-the-full-story-behind-spec-ops-the-line "If it came out of nowhere, and I don't want to be critical of another game but the [airport] scene inModern Warfare ... people were pissed off about that. It took you out of the game and jarred you, because it doesn't fit that game world. And not only does it not fit that game world, you don't get to react like the characters you were playing would. I think that if you're going to set up something like that, you have to be ready for the possibility that people will go through the shooter as the main character and continue with the mission, but you need to allow them to feel like they have some moral agency in a situation like that." https://www.destructoid.com/do-the-wrong-thing-breaking-sasha-s-promise-155210.phtml
Multiplayer
- Nonverbal Communication
https://www.youtube.com/watch?v=dFjWikDX12U https://en.wikipedia.org/wiki/Chicken_(game) https://arstechnica.com/gaming/2017/01/teabagging-will-get-you-banned-from-a-major-killer-instinct-tournament/ http://dreii.com/play/ http://thatgamecompany.com/games/journey/
- Scarcity
http://www.gamefaqs.com/webonly/929134-kingdom-of-loathing/reviews/102052 https://en.wikipedia.org/wiki/Monster_Hunter
- Trust
- Anonymity and accountability
https://www.youtube.com/watch?v=RqGnkfDhmtQ https://www.youtube.com/watch?v=KsV_Kmp9T3w
- Empathy-inducing mechanics
- Empathy-suppressing mechanics