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Vocabulary from "Stop Expecting Games to Build Empathy" by Julie Muncy

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Full list of words from this list:

  1. medium
    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.
  2. opaque
    not clearly understood or expressed
    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.
  3. crusade
    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.
  4. chorus
    a group of people assembled to sing together
    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.
  5. empathetic
    showing ready comprehension of others' states
    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.
  6. buoy
    keep afloat
    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.
  7. advocacy
    active support of an idea or cause
    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.
  8. empathy
    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.
  9. foster
    promote the growth of
    The argument goes like this: by exposing you to experiences outside of your own, in an interactive fashion, games foster empathy.
  10. embody
    represent in physical form
    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.
  11. advocate
    a person who pleads for a person, cause, or idea
    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.
  12. realm
    a domain in which something is dominant
    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.
  13. inconclusive
    not putting an end to doubt or question
    For starters, the science on the topic is inconclusive at best.
  14. digest
    systematize, as by classifying and summarizing
    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.
  15. relevant
    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.
  16. proponent
    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.
  17. traumatic
    psychologically painful
    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)?
  18. frank
    characterized by directness in manner or speech
    To be perfectly frank: they're good publicity for whoever's making them, and not a whole lot more.
  19. acuity
    a quick and penetrating intelligence
    Empathy is active: it involves both mental acuity and changes to behavior.
  20. fodder
    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.
  21. persecution
    causing someone to suffer
    What the insistence on empathy in games amounts to, in a lot of cases, is a sort of exceptionalist persecution complex.
  22. complex
    a combination of emotions and impulses influencing behavior
    What the insistence on empathy in games amounts to, in a lot of cases, is a sort of exceptionalist persecution complex.
  23. impulse
    an impelling force or strength
    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.
  24. influx
    the process of flowing in
    Videogames are, in fact, incredibly powerful, bringing in a massive influx of revenue every year.
  25. revenue
    the entire amount of income before any deductions are made
    Videogames are, in fact, incredibly powerful, bringing in a massive influx of revenue every year.
  26. ubiquitous
    being present everywhere at once
    They are, in fact, one of the most ubiquitous forms of entertainment in the world, crossing demographic lines across the planet.
  27. demographic
    of or relating to the characteristics of human populations
    They are, in fact, one of the most ubiquitous forms of entertainment in the world, crossing demographic lines across the planet.
  28. legitimize
    sanction or make legal
    It's not necessary to legitimize games with flimsy arguments about empathy.
  29. flimsy
    lacking substance or significance
    It's not necessary to legitimize games with flimsy arguments about empathy.
  30. tolerable
    capable of being borne or endured
    Games, like any other type of art, can make life more interesting and more tolerable.
Created on Sun Mar 03 20:14:18 EST 2019 (updated Mon Aug 26 09:46:03 EDT 2019)

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