a means or instrumentality for communicating information
Gaming is no longer a young medium, but it's still somewhat opaque from the outside, which makes games an easy target for crusades from those wont to crusade: most recently, with local-news insistences that Fortnite is rotting your children's brains.
Gaming is no longer a young medium, but it's still somewhat opaque from the outside, which makes games an easy target for crusades from those wont to crusade: most recently, with local-news insistences that Fortnite is rotting your children's brains.
a series of actions tending toward a particular end
Gaming is no longer a young medium, but it's still somewhat opaque from the outside, which makes games an easy target for crusades from those wont to crusade: most recently, with local-news insistences that Fortnite is rotting your children's brains.
But every question about gaming's value is met, within the world of videogaming, with a chorus insisting that games are good for you, games are your friend, and—perhaps most concretely—games actually make you more empathetic.
But every question about gaming's value is met, within the world of videogaming, with a chorus insisting that games are good for you, games are your friend, and—perhaps most concretely—games actually make you more empathetic.
It's this assumption that buoys the Games for Change Festival, the 15th edition of which begins today in New York, as well as a dozen other games advocacy groups.
It's this assumption that buoys the Games for Change Festival, the 15th edition of which begins today in New York, as well as a dozen other games advocacy groups.
understanding and entering into another's feelings
It has become a talking point in all levels of the industry, and with empathy as the TED Talk-anointed foundation of game-adjacent VR "experiences," it informs one of that technology's busiest content categories.
So games can, for instance, let you embody the life of a budding lesbian coming of age in Washington State, or allow you to experience the turmoil and terror of a Syrian refugee.
By doing this, advocates argue, games can influence and improve our behavior outside of the "magic circle," that digitized realm where events take on new, outsized significance.
By doing this, advocates argue, games can influence and improve our behavior outside of the "magic circle," that digitized realm where events take on new, outsized significance.
Earlier this year, Holly Green at Paste rounded up and digested a swath of relevant research on the topic, and the results are far muddier than empathy game proponents would want them to be.
having a bearing on or connection with the subject at issue
Earlier this year, Holly Green at Paste rounded up and digested a swath of relevant research on the topic, and the results are far muddier than empathy game proponents would want them to be.
a person who argues for a cause or puts forward an idea
Earlier this year, Holly Green at Paste rounded up and digested a swath of relevant research on the topic, and the results are far muddier than empathy game proponents would want them to be.
And what of the much-touted empathy VR experiences, which strip the player of agency, instead embodying them in experiences unlike their own (be they violent or traumatic or tragic)?
coarse food composed of plants or leaves and stalks
Games are imaginative spaces, and imagination is fodder for empathy—picturing another person as being as wholly human as yourself, with struggles that matter, is an important part of becoming empathetic.
Because games are often attacked by outside forces that seem powerful—lawmakers, media advocacy groups, sensationalist publications—those of us in the gaming world have an impulse to defend games as being special in a way that other media aren't.