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- W4380075654 abstract "Click to increase image sizeClick to decrease image size Disclosure StatementNo potential conflict of interest was reported by the author(s).Additional informationNotes on contributorsNina Patricia HoueNina Patricia Houe is a researcher currently completing her PhD on empathy and digital games as part of the Making Sense of Games Project at the Center of Computer Games Research at the IT University of Copenhagen, Denmark. This article is based on a chapter in the author’s doctoral dissertation, and it has received funding from the European Research Council (ERC) under the European Union’s H2020 ERC-ADG programme (grant agreement No 695528). Email: nphoue@gmail.comNotes1 To read more about the discussion of ‘empathy games’ as a term, see Ruberg, “Empathy and Its Alternatives.”2 Sampat, Empathy Engines; Isbister, How Games Move Us; McGonigal, Reality Is Broken; Jerrett, Howell and Dansey, “Developing an Empathy Spectrum for Games;” Ruberg, “Empathy and Its Alternatives;” Anable, Playing with Feelings; Farber and Schrier, “The Limits and Strengths of Using Digital Games as ‘Empathy Machines’.”3 Van Boven and Loewenstein, “Empathy Gaps in Emotional Perspective Taking,” 288–89; Dunning, Van Boven, and Loewenstein, “Egocentric Empathy Gaps in Social Interaction and Exchange;” Woltin, Yzerbyt, and Corneille, “On Reducing an Empathy Gap;” Decety and Jackson, “The Functional Architecture of Human Empathy,” 85; Decety, “Why Empathy Is Not a Reliable Source of Information in Moral Decision Making.”4 Olive, “Trauma Representations in Videogames.”5 In line with works such as Pozo, “Queer Games After Empathy;” Ruberg, “Empathy and Its Alternatives;” Hammar, “Playing Virtual Jim Crow in Mafia III – Prosthetic Memory via Historical Digital Games and the Limits of Mass Culture;” Olive, “Trauma Representations in Videogames.”6 Mambrol, “Trauma Studies.”7 For a discussion of the merits and shortfalls of applying traditional literary and historical trauma theories by Cathy Caruth and Dominick LaCapra to the context of videogame play, see Olive, “Trauma Representations in Videogames.”8 Ball, “Trauma and Memory Studies;” Forter, Critique and Utopia in Postcolonial Historical Fiction.9 Schrier and Farber, “Beyond Winning.”10 Smethurst and Craps, “Playing with Trauma;” Smethurst, “Playing Dead in Videogames.”11 Olive, “Playing for Whom?” 19.12 Pozo, “Queer Games After Empathy.”13 Schrier and Farber, “Beyond Winning.”14 Hall and Schwartz, “Empathy Present and Future;” Hall, Schwartz, and Duong, “How Do Laypeople Define Empathy?”15 Stein, On the Problem of Empathy. Stein’s conceptualisation of empathy is developed on the basis of Husserl’s, and she used it as a term covering specifically the experience of another’s consciousness, as opposed to psychological or physical responses. While Husserl spent many years of his philosophical career contemplating empathy within a variety of works, Stein, his student, presented a more compact and applicable analysis of empathy that remains highly relevant today (see Zahavi, Self and Other, 123–141).16 Bowman, “Bleed.”17 Woltin, Yzerbyt, and Corneille, “On Reducing an Empathy Gap,” 554.18 Epley et al., “Perspective Taking as Egocentric Anchoring and Adjustment;” Loewenstein, “Hot-Cold Empathy Gaps and Medical Decision Making;” Turkle, Reclaiming Conversation. To read more about miscommunication versus pathologising in relation to empathy deficits, see Milton, Heasman, and Sheppard, “Double Empathy,” 1–8.19 Van Boven and Loewenstein, “Empathy Gaps in Emotional Perspective Taking.”20 For Van Boven and Loewenstein, empathy gaps occur because people have to cross two dimensions of psychological distance to empathise with others, so to speak. The perspective has to account for both their own current (emotional) situation versus other (personal emotional) situations, and the perspective of self versus other. Putting oneself in the shoes of another only crosses one dimension in this model, neglecting the other.21 Van Boven and Loewenstein.22 Roussos and Dovidio, “Playing below the Poverty Line.”23 See, for example, Schrier and Farber, “Beyond Winning.”24 Belman and Flanagan, “Designing Games to Foster Empathy,” 9–11.25 See Hoffman, Empathy and Moral Development; Darvasi, “Empathy, Perspective and Complicity,” 7, 9; Prinz, “Against Empathy;” Zahavi, Self and Other; van Dijke et al., “Towards a Relational Conceptualization of Empathy,” 2; Tobón, “Empathy and Sympathy,” 37.26 Lankoski, “Player Character Engagement in Computer Games;” Perron, “Emotions in Video Games.”27 Anable, Playing with Feelings.28 Jerrett, Howell, and Dansey, “Developing an Empathy Spectrum for Games,” 18.29 dos Santos et al., “Digital Empathic Games and Their Relation with Mortality.”" @default.
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- W4380075654 date "2022-04-03" @default.
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- W4380075654 title "Is This Trauma Yours or Mine? Empathy Gaps and Single-Player Videogame Experiences" @default.
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