Difference between revisions of "Empathy in Gaming"

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In 1993, excerpts of [[Mortal Kombat | Mortal Kombat]] were brought to the Washington press to open a dialogue on violence in video games. <ref> [http://www.bbc.com/news/technology-27620071 Mortal Kombat: Violent game that changed video games industry] </ref> Immediately following, Senator Joe Lieberman held a subcommittee on the issue, leading to the creation of the Entertainment Software Rating Board, whose purpose was to enforce age restrictions based on mature content.
 
In 1993, excerpts of [[Mortal Kombat | Mortal Kombat]] were brought to the Washington press to open a dialogue on violence in video games. <ref> [http://www.bbc.com/news/technology-27620071 Mortal Kombat: Violent game that changed video games industry] </ref> Immediately following, Senator Joe Lieberman held a subcommittee on the issue, leading to the creation of the Entertainment Software Rating Board, whose purpose was to enforce age restrictions based on mature content.
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===Doom Controversy Following Columbine Massacre===
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Shortly following the Columbine High School massacre in 1999, it was discovered that shooter Eric Harris was an avid player of the first-person shooter Doom. Though rumors arose of Harris creating custom maps to imitate sections of the school, these were later dismissed. <ref> [http://extras.denverpost.com/news/shot0504f.htm Did Harris preview massacre on 'Doom?'] </ref><ref> [http://www.snopes.com/horrors/madmen/doom.asp Columbine Doom Levels] </ref> This, however, did not mitigate concerns about the influence of simulated violence.
  
 
==Unused Sources==
 
==Unused Sources==

Revision as of 18:22, 19 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] Simultaneously, player-directed stories and narrative-driven games indicate a potential for greater emotional engagement.[2] Practical implications of such influences are inconclusive, with multiplayer games often rewarding both cooperative and griefing behaviors.[3][4]

History

For as long as violence has been present in games, questions have been raised about the influence such content may have on its audience, how accessibility can be limited, and whether extreme content should be censored altogether.

Death Race Controversy

In 1976, the arcade game Death Race fell under criticism due to the objective of the game being to run over pedestrians.[1] Dr. Gerald Dreissen, then-manager of the National Safety Council's research department for Family Safety Magazine, remarked, "I shudder to think of what will be next if this one is not defeated by public opinion." Following the controversy, a Chicago retailer halted distribution of the game.

Creation of the Entertainment Software Rating Board

In 1993, excerpts of Mortal Kombat were brought to the Washington press to open a dialogue on violence in video games. [5] Immediately following, Senator Joe Lieberman held a subcommittee on the issue, leading to the creation of the Entertainment Software Rating Board, whose purpose was to enforce age restrictions based on mature content.

Doom Controversy Following Columbine Massacre

Shortly following the Columbine High School massacre in 1999, it was discovered that shooter Eric Harris was an avid player of the first-person shooter Doom. Though rumors arose of Harris creating custom maps to imitate sections of the school, these were later dismissed. [6][7] This, however, did not mitigate concerns about the influence of simulated violence.

Unused Sources

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

References

  1. 1.0 1.1 Local safety authorities denounce game
  2. Immersive Narrative and Storytelling in Video Games
  3. "Griefer" Player Culture
  4. Professor Shows Cooperative Video Game Play Elicits Pro-Social Behavior
  5. Mortal Kombat: Violent game that changed video games industry
  6. Did Harris preview massacre on 'Doom?'
  7. Columbine Doom Levels