Playing At Empathy: Representing And Experiencing Emotional Growth Through Twine Games
Keywords
depression; empathy; games; interactive fiction; mental health; suicide; Twine
Abstract
While many games use physical health as a metric and ask the player to become invested in 'health' as a resource, emotional health and experiences of trauma, depression, stress, and anxiety are less frequently explored. Yet games represent a powerful space for exploring emotional conditions and allowing players to experiment with choices in the face of difficult circumstances. The Twine platform, a free open-source tool for making primarily text-based games, offers a compelling system for representations of this kind. Close play of games made with this system demonstrates that what is essential for emotional representation is not player agency: instead, it is the lack of choice that is most strongly resonant.
Publication Date
10-7-2016
Publication Title
2016 IEEE International Conference on Serious Games and Applications for Health, SeGAH 2016
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1109/SeGAH.2016.7586272
Copyright Status
Unknown
Socpus ID
84994691831 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84994691831
STARS Citation
Salter, Anastasia, "Playing At Empathy: Representing And Experiencing Emotional Growth Through Twine Games" (2016). Scopus Export 2015-2019. 3986.
https://stars.library.ucf.edu/scopus2015/3986