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Video Games and Empathy: Some Sources

Yesterday, I was curious about the relationship between interactivity and empathy. As I continue to be curious, I thought I’d post a few resources that I found about empathy and video games:

Pixels and Pathos: Video Games and Empathy

An academic presentation by Dr. Alf Seegert. Seegert argues that some recent video games, enable players to experience empathy, not just by inhabiting other’s worlds, but by participating in them (and as them?). I like Seegert’s conclusion:

I think the empathy-evoking potential of video games is summed up best by my student Jackson Myrick. When asked what differentiates video games from other media, he answered that it’s not the ability to inhabit multiple perspectives, “but to enact them—not only bear, but bear responsibility.”

Alf Seegert

I’d like to put this idea of not just bearing witness, but bearing responsibility, in conversation with Nina Freeman’s suggestion that her game is aimed at making players feel what she felt:

I’m not interested in making players feel like they are in the story. I’m interested in making players feel the way I felt in that moment.

Nina Freeman

In Gaming: A Shift from Enemies to Empathy

An NPR online article about a recent shift in video game development, from “mechanics to storytelling”. This article was mentioned in Seegert’s talk. In describing the shift towards emotional engagement with the characters and story in a game, the article discusses three games: Gone Home; Papers, please and That Dragon, Cancer.

That Dragon, Cancer

A video game by Ryan Green and team. Here is their game description:

That Dragon, Cancer is an adventure game that acts as a living painting; a poem; an interactive retelling of Ryan and Amy Green’s experience raising their son Joel, a 4-year-old currently fighting his third year of terminal cancer. Players relive memories, share heartache, and discover the overwhelming hope that can be found in the face of death.

Ryan Green, et al.

All This Time

This morning, as I was browsing through the demos for the latest POV Hackathon projects, I found All This Time. Here’s their description:

This project gathers data points and real-time conversations on the web to create a video that explores the often painful and ironic juxtapositions between joy and sadness when one experiences a loss.

Femi King, Simon Lindsay, Emily Pakulski, Angela Tucker

I was moved by the prototype video in which a disembodied voice discusses the day their father died, juxtaposing his death with other, more mundane and/or joyful events that occurred on that day.

What form will this project ultimately take? How will it work? Will it ever be made? I hope so.

Interactivity and Empathy

I’m not interested in making players feel like they are in the story. I’m interested in making players feel the way I felt in that moment.

Nina Freeman

This morning, I was struck by this quotation from the article, This video game is a startling, brilliant approach to personal narrative. It’s about a new game, Freshman Year, that Nina Freeman recently created using Flixel. She distinguishes between typical story video games—players make choices that dictate what the character does—and her story game—players sometimes choose between two actions, but they always lead to the same story.

Freeman’s ultimate goal seems to be to tell her story and to get others to feel what she felt (in this case, what she felt as she went to bar, couldn’t find her friend and experienced a difficult encounter with a male bouncer). She wants to encourage others to experience empathy.

What is the relationship between empathy and interactivity?

As I think about interactivity in online stories, her narrative approach makes me curious: What is the relationship between empathy and interactivity? Is inviting a user/player into the storyteller’s world a form of interactivity? What kind of active agent is the player in this type of story?

I want to think about these questions a lot more. They seem to get at struggles that I’m having with whether or not my online stories are interactive and what forms (visible and invisible) that that interactivity might take.

resource: While doing a quick google search, I found this cool resource for empathy in i-docs from the NFBC.

A Bad Rememberer

Note: I wrote the first part of this entry over a year ago. After finding it in the “pending” section of my posts, I decided to add onto it and post it now.

This morning I found a fitting quotation in a New Yorker interview:

When it comes to memories of that iconic type, memories that are burned into you, I have maybe ten or so from my childhood. I’m a bad rememberer of situations. I forget almost everything as soon as it happens. But when it comes to landscapes and rooms, it’s different. I think I remember every single room that I have been in from the age of seven. What I did was to place myself in those rooms, and when I started to write about them it was like unlocking a thousand small doors, all leading further into childhood. It’s all there, you know, inside us, it’s just a matter of finding the way.

Knausgaard

This quotation really resonates with me and my feelings about remembering. The idea of finding the way to remember is significant for my Farm project. One of the reasons that I’m revisiting my archival materials and the footage that Scott and I shot over a decade ago is so that I can hopefully unlock some doors into my past.

I also like the idea of the bad rememberer. As I think about it more, all sorts of questions about remembering are popping into my head. I wonder, what does it mean to be a good rememberer? Do they remember past experiences just like they actually happened? Is that even possible? 

Since writing these statements above, I encountered a very different take on the “bad rememberer.” In an essay for Rookie Magazine, Zadie Smith embraces her bad memory and a “miasma of non-memory”:

I have the kind of brain that erases everything that passes, almost immediately, like that dustpan-and-brush dog in Disney’s Alice in Wonderland sweeping up the path as he progresses along it. I never know what I was doing on what date, or how old I was when this or that happened—and I like it that way. I feel when I am very old and my brain “goes” it won’t feel so very different from the life I live now, in this miasma of non-memory, which, though it infuriates my nearest and dearest, must suit me somehow, as I can’t seem, even by acts of will, to change it.

Zadie Smith

I like this idea of non-memory and Smith’s willingness to accept embrace it. I especially like how she links it to her fiction writing in the next paragraph of her essay:

I wonder if it isn’t obliquely connected to the way I write my fiction, in which, say, a doormat in an apartment I lived in years ago will reappear, just as it once was, that exact doormat, same warp and weft, and yet I can’t say when exactly I lived there, who I was dating or even if my own father was alive or dead at the time. Perhaps the first kind of non-memory system—the one that can’t retain dates or significant events—allows the other kind of memory system to operate, the absence of the first making space for the second, clearing a path for that whatever-it-is which seems to dart through my mind like a shy nocturnal animal, dragging back strange items like doormats, a single wilted peony, or a beloved strawberry sticker, not seen since 1986, but still shaped like a strawberry and scented like one, too.

Zadie Smith

I wonder, is this “other kind of memory system” only suitable for fiction? Why? What sort of truth/truths can we communicate by conjuring up beloved fragments of memory?

Since it’s early in the morning and I’m running out of time, I’ll leave that last question unexplained…for now. I plan to interrogate it further soon. 

Storytelling through/with Maps

I’m fascinated by the use of maps for telling stories and I’d like to experiment with them in my own storytelling, especially on my big Farm project. As a way to get me experimenting, I’m tentatively planning on working with my daughter RJP to tell one story of our Utah trip through an interactive map/maps.

Why Maps?

They provide a nice contrast to my imaginative renderings of space as symbolic place. Plus, they offer other ways to “tell” stories about land: it’s elevation, degree of isolation, proximity to home

As I’ve been researching interactive documentary tools, I’ve encountered a few different tools/platforms for map storytelling:

1. STORY MAPS

Story maps combine interactive maps and multimedia content into elegant user experiences. They make it easy for you to harness the power of maps to tell your stories.

2. ODYSSEY

Odyssey.js is an open-source tool that allows you to combine maps, narratives, and other multimedia into a beautiful story. Creating new stories is simple, requiring nothing more than a modern web-browser and an idea. You enhance the narrative and multimedia of your stories using Actions (e.g. map movements, video and sound control, or the display or new content) that will let you tell your story in an exciting new way. Use our Templates to control the overall look and feel of your story in beautifully designed layouts.

3. AESOP STORY ENGINE MAP COMPONENT

The Map component creates a full-width map with custom location markers, including the option for the map to follow you as you scroll down the post.

Now I have two days to figure out which of these to use!?