An Overview of Serious Game Mechanism for Social Changes

This article aims to provide an overall picture of the applications of serious games for social changes. Our main goals are to show that game has great potential in delivering messages for social changes and to suggest guidelines for researchers and game developers in designing related games. We synthesized the key concepts of games for change that make them promising through literature reviews and analyzing game lists for social changes. Based on the theoretical investigations, we found that both role-taking and simulation of games are powerful ways not only to influence attitudes toward the other side but also to bring out empathy as psychological mechanism to draw attitude changes and altruistic actions associated with social or political issues.

[1]  Negin Dahya Serious Learning in Playful Roles: Socio-political games for education and social change , 2009 .

[2]  Leslie S. Greenberg,et al.  Empathy reconsidered : new directions in psychotherapy , 1997 .

[3]  Han, Hye-Won A study on Conceptual Definition and Types of Serious Games , 2010 .

[4]  John H. Flavell,et al.  The development of role-taking and communication skills in children , 1968 .

[5]  Jakob Håkansson Exploring the Phenomenon of Empathy , 2008 .

[6]  C. Batson The Altruism Question: Toward A Social-psychological Answer , 1991 .

[7]  Mark H. Davis Empathy: A Social Psychological Approach , 1994 .

[8]  C. Klimmt Serious Games and Social Change: Why They (Should) Work , 2009 .

[9]  Mira Lee,et al.  The Effects of a Serious Game on Role-Taking and Willingness to Help , 2010 .

[10]  Spencer Johnson,et al.  The One Minute Sales Person , 1984 .

[11]  U. Ritterfeld,et al.  Video Games for Entertainment and Education , 2005 .

[12]  Tim Jordan,et al.  The Ecology of Games: Connecting Youth, Games and Learning , 2009 .

[13]  Walter Coutu,et al.  Role-Playing vs. Role-Taking: An Appeal for Clarification , 1951 .

[14]  M. Feffer The cognitive implications of role taking behavior. , 1959, Journal of personality.

[15]  Jonathan Cohen Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters , 2001 .

[16]  M. Hoffman,et al.  The contribution of empathy to justice and moral judgment , 1993 .

[17]  E. Jeong,et al.  Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty , 2012 .

[18]  E. Reed The Ecological Approach to Visual Perception , 1989 .

[19]  Nancy Eisenberg,et al.  Empathy-related emotional responses, altruism, and their socialization. , 2002 .

[20]  Helen Nissenbaum,et al.  A Method For Discovering Values in Digital Games , 2007, DiGRA Conference.

[21]  José Pablo Zagal,et al.  Ethically Notable Videogames: Moral Dilemmas and Gameplay , 2009, DiGRA Conference.

[22]  Robert Jones Saving Worlds with Videogame Activism , 2009 .

[23]  F. Biocca,et al.  Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory , 2011, Journal of Korea Game Society.

[24]  S. Altman,et al.  The development of role-taking and communication skills in children , 1969 .

[25]  C. Hendrick,et al.  Role-Taking and Role-Playing in Human Communication , 1974 .