Edited by Kristin M.S. Bezio and Kimberly Yost
Chapter 10: Ready, aim, feel: empathy, identification and leadership in video games
Within the past decade, video games—often associated with violence and shooting—have entered a new stage in their development as a sophisticated and even artistic medium. In light of popular and news attacks on the ethical value of games, many independent development companies and designers have sought to make use of digital platforms to evolve the medium away from violent (or, at least, only violent) content and to use digital gameplay to encourage empathy and human connectivity. In this chapter, I discuss a few examples of these games, including Journey (thatgamecompany, 2012) and the Mass Effect series (2007–17) both of which use the interactivity to evoke imaginative empathy and produce a common human connection via digital gaming, thereby encouraging players to engage in leadership and transformational change in the real world.
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