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Tappetina's Empathy - A Study of Serious Games Facilitating Empathy with Storytelling

Skaraas, Sindre Berntsen
Master thesis
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URI
http://hdl.handle.net/11250/2567689
Date
2018
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Abstract
Background: Empathy is the ability for people to understand other people s

motivations, positions, and emotions. This is an important way for people to

relate to each other and much research has been done to find out how serious

games affects empathy. Much of it has, however, been focusing on negative

impacts, which encourage anti-social behavior and reduce empathy. There

is still a notable potential for games to have a positive impact on pro-social

behavior by encouraging and building empathy.

Objective: This thesis investigates how a serious game can affect players

in such a way, through the use of storytelling. First part of this objective

is to do a literature review, which lays out discussions, reports and game

projects on the topic of serious games, empathy and storytelling. The second

part of the objective is to do design and develop a storytelling game. By

having players collaborate on telling a story, the game aims to exercise their

empathic abilities. Each player uses a smartphone which displays the story

structure and grants new cues for building the story together.

Method: The research performed here is design and creation, in which the

main results is the design discussion and the game artifact (including the

digital solution, and the flow of the physical activity). The game is then

evaluated with a second research strategy, a quasi-experiment. This took

place in a workshop trial with 12 participants.

Results: Contributions include the game activity, and the results of the literature

review and the evaluation: Participants responded positively and enjoyed

playing the game. The participants showed different abilities to build

a story, and various reactions that suggested links to empathy.

Limitations: The game is still in an early stage and the quasi-experiment

was too small to accurately generalize. A more streamlined game needs to

be systematically evaluated to a larger audience.

Conclusion: The evaluation showed enough potential to use this approach

to empathy through storytelling. Two scientific papers were written, one of

which was published and the game will be presented at the IDC conference. The project has also been further developed and researched based on the process and design outlined in this thesis, to better facilitate empathic

responses.
Publisher
NTNU

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