Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)

Main Article Content

Carla Sousa
http://orcid.org/0000-0003-1036-963X

Abstract

This study examines the ability of the game SweetXHeart – a genre-defying slice-of-life creation by Catt Small (2019) – to promote empathy and consciousness of microaggressions, specifically among participants whose characteristics differ from the game's main character – a white male-dominated sample. The study included 39 undergraduate students from a Bachelor’s Degree in videogames, offering a distinct chance to examine the reactions of this specific demographic to feminist and intersectional ideas in gaming.  After playing the game, participants were surveyed, and a mixed-methods approach, including quantitative and content analysis, was applied to their answers. The obtained results emphasize how players gain empathy by adopting the game character’s perspective and experiencing her life, and fostering connections. However, the game’s effectiveness in raising awareness depends on the participants’ understanding of intersectionality and the challenges faced by people in positions of privilege. 

Keywords: Gaming, Empathy, Microagressions, Intersectionality, Gender

Downloads

Download data is not yet available.

References

Barrera Yañez, A., Alonso-Fernandez, C., & Fernandez Manjon, B. (2020). Review of serious games to educate on gender equality. Eighth International Conference On Technological Ecosystems For Enhancing Multiculturality, 662-668. https://doi.org/10.1145/3434780.3436592

Belman, J., & Flanagan, M. (2010). Designing games to foster empathy. International Journal of Cognitive Technology, 14(2), 5-15. https://tiltfactor.org/wp-content/uploads2/cog-tech-si-g4g-article-1-belman-and-flanagan-designing-games-to-foster-empathy.pdf

Blodgett, B., & Salter, A. (2018). Ghostbusters is For Boys: Understanding Geek Masculinity’s Role in The Alt-right. Communication Culture & Critique, 11(1), 133-146. https://doi.org/10.1093/ccc/tcx003

Burak, A. (2013) [Game Designer]. Half the Sky Movement: The Game [Videogame]. Frima Studio.

Burgess, M. C., Stermer, S. P., & Burgess, S. R. (2007). Sex, Lies, and Videogames: The Portrayal of Male and Female Characters on Videogame Covers. Sex Roles, 57, 419-433. https://doi.org/10.1007/s11199-007-9250-0

Carnaghi, A., & Maass, A. (2008). Derogatory Language in Intergroup Context: Are “gay” and “fag” synonymous. In Y. Kashima, K. Fiedler, & P. Freytag (Eds.), Stereotype dynamics: Language-based approaches to the formation, maintenance, and transformation of stereotypes (pp. 117-134). Taylor & Francis.

Casimiro, C., Neves, J. C., & Sousa, C. (2023). Mathematics and Sign Language Learning with a Tangible Game: An Inclusive Approach for DHH and Hearing Children. Proceedings of the 17th European Conference on Games Based Learning, ECGBL 2023, 621-631. https://doi.org/10.34190/ecgbl.17.1.1411

Chess, C. (2017). Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press.

Chess, C. (2021). Play Like a Feminist. The MIT Press.

Cote, A. C. (2018). Curate your Culture: a Call for Social Justice-Oriented Game Development and Community Management. In K. L. Gray, & D. J. Leonard (Eds.), Woke Gaming: Digital Challenges to Oppression and Social Justice (pp. 193-212). University of Washington Press.

Crenshaw, K. (1991). Mapping the Margins: Identity Politics, Intersectionality, and Violence Against Women. Stanford Law Review, 43(6), 1241-1299. https://doi.org/10.2307/1229039

Creswell, J. W., & Creswell, J. D. (2018). Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. SAGE.

Dasgupta, P., Tureski, K., Lenzi, R., Bindu, K., & Nanda, G. (2012). Half the Sky Movement Multimedia Communication Initiative: An Evaluation of the 9 Minutes Mobile Game and Video. The Communication Initiative Network. Convening the Communication and Media Development, Social and Behaviour Change Community. https://www.comminit.com/content/half-sky-movement-multimedia-communication-initiative-evaluation-9-minutes-mobile-game-a

De Oro, C. M., Campis Carrillo, R. M., Aguaded, I., Jabba Molinares, D., & Erazo Coronado, A. M. (2022). 2.0 Society Convergences: Coexistence, otherness, communication and edutainment. Social Sciences, 11(10), 434. https://doi.org/10.3390/socsci11100434

Flanagan, M., & Nissenbaum, H. (2007). A Game Design Methodology to Incorporate Social Activist Themes. Proceedings of the SIGCHI conference on Human factors in computing systems, 181-190. https://doi.org/10.1145/1240624.1240654

Flanagan, M., & Nissenbaum, H. (2016). Values at Play in Digital Games. The MIT Press.

Ganzon, S. C. (2022). Towards Intersectional and Transcultural Analysis in the Examination of Players and Game Fandoms. Critical Studies in Media Communication, 39(3), 221-229. https://doi.org/10.1080/15295036.2022.2080846

Gilbert, L. (2019). “Assassin’s Creed reminds us that history is human experience”: Students’ senses of empathy while playing a narrative videogame. Theory & Research in Social Education, 47(1), 108-137. https://doi.org/10.1080/00933104.2018.1560713

Grace, L. (2020). Doing Things with Games: Social Impact Through Play. CRC Press.

Grace, L. (2021). An Introduction to Black Games, Blackness in Games, and Otherness. In L. Grace (Ed.), Black Game Studies: An Introduction to the Games, Game Makers and Scholarship of the African Diaspora (pp. 2-19). ETC Press.

Gray, K. L. (2014). Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Routledge.

Gray, K. L. (2017). Solidarity is for White Women in Gaming. In Y. B. Kafai, G. T. Richard, & B. M. Tynes (Eds.), Diversifying Barbie and Mortal Kombat: Intersectional perspectives and inclusive designs in gaming (pp. 59-70). ETC Press.

Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211–221. https://doi.org/10.1037/a0016997

Guba, E., & Lincoln, Y. (1994). Competing Paradigms in Qualitative Research. In. N. Denzin & Y. Lincoln (Eds.), Handbook of Qualitative Research (pp. 105-117). SAGE.

Harris, T. M., & Moffitt, K. (2019). Centering communication in our understanding of microaggressions, race, and otherness in academe and beyond. Southern Communication Journal, 84(2), 67-71. https://doi.org/10.1080/1041794X.2018.1515978

Heljakka, K. (2023). See Me Play! Self-portraiture in Pseudo-museums as Immersive Playscapes for Adults. International Journal of Games and Social Impact, 1(1), 8-33. https://www.doi.org/10.24140/ijgsi.v1.n1.01

Hodent, C. (2018). The Gamer’s Brain: How Neuroscience and UX Can Impact Videogame Design. CRC Press.

Hoffman, B., Ware, J., & Shapiro, E. (2020). Assessing the Threat of Incel Violence. Studies in Conflict & Terrorism, 43(7), 565-587. https://doi.org/10.1080/1057610X.2020.1751459

Huang, V. G., & Liu, T. (2021). Gamifying Contentious Politics: Gaming Capital and Playful Resistance. Games and Culture, 17(1), 26-46. https://doi.org/10.1177/15554120211014143

Kafai, Y. B., Richard, G. T., & Tynes, B. M. (2017). The Need for Intersection Perspectives and Inclusive Designs in Gaming, In Y. B. Kafai, G. T. Richard, & B. M. Tynes (Eds.), Diversifying Barbie and Mortal Kombat: Intersectional perspectives and inclusive designs in gaming (pp. 1-22). ETC Press.

Lavender, T. (2006) [Game Designer]. Homeless: It’s Not a Game.

Lima, L., & Gouveia, P. (2020). Gender Asymmetries in the Digital Games Sector in Portugal. DiGRA'20 - Proceedings of the 2020 DiGRA International Conference: Play Everywhere, Tampere, 1-16. http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_132.pdf

Loderer, K., Pekrun, R., & Plass, J. L. (2020). Emotional Foundations of Game-Based Learning. In J. L. Plass, R. E. Mayer, & B. D. Homer (Eds.), Handbook of Game-Based Learning (pp. 111-151). The MIT Press

Narcisse, E. (2021) [Lead Writer]. Dot’s Home. Rise-Home Stories Project.

Neves, P., Sousa, C., Luz, F., & Fonseca, M. (2023). Editorial. International Journal of Games and Social Impact, 1(1), 4-7. https://www.doi.org/10.24140/ijgsi.v1.n1.editorial

Nnawulezi, N., Case, K. A., & Settles, I. H. (2020). Ambivalent White Racial Consciousness: Examining Intersectional Reflection and Complexity in Practitioner Graduate Training. Women & Therapy, 43(3-4), 365-388. https://doi.org/10.1080/02703149.2020.1729476

Papoutsi, C., & Drigas, A. (2016). Games for Empathy for Social Impact. International Journal of Engineering Pedagogy, 6(4), 36-40. https://doi.org/10.3991/ijep.v6i4.6064

Pope, L. (2013) [Game Designer]. Papers, Please. 3909 LLC.

Rankin, Y. A., & Irish, I. (2020). A Seat at the Table: Black Feminist Thought as a Critical Framework for Inclusive Game Design. Proceedings of the ACM on Human-Computer Interaction, 4, 1-26. https://doi.org/10.1145/3415188

Salchert, A. M. (2021). Gaming for Empathy: Encounters with the Other in Digital Narratives (Doctoral Dissertation, University of Otago] OUR Archive Otago. http://hdl.handle.net/10523/10711

Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. The MIT Press.

Small, C. (2019) [Game Designer]. SweetXHeart. Catt Small.

Sousa, C. (2020). Empowerment and Ownership in Intellectual Disability Gaming: Review and Reflections Towards an Able Gaming Perspective (2010-2020). International Journal of Film and Media Arts, 5(1). https://doi.org/10.24140/ijfma.v5.n1.02

Sousa, C., Luz, F., Fonseca, M. M., Neves, P., Lopes, P., Maratou, V., Chaliampalias, R., Kameas, A., Abdullahi, Y., & Rye, S. (2022). An Accessible and Inclusive Future for Tabletop Games and Learning: Paradigms and Approaches. ICERI2022 Proceedings. https://doi.org/10.21125/iceri.2022.2205

Tompkins, J. E., Lynch, T., Van Driel, I. I., & Fritz, N. (2020). Kawaii Killers and Femme Fatales: A Textual Analysis of Female Characters Signifying Benevolent and Hostile Sexism in Videogames. Journal of Broadcasting & Electronic Media, 64(2), 236-254. https://doi.org/10.1080/08838151.2020.1718960

United Nations High Commissioner for Refugees (2012). Against All Odds. UNHCR.

Westecott, E. (2018). Feminism and Gameplay Performance. In K. L. Gray, G. Voorhees, & E. Vossen (Eds.), Feminism in Play (pp. 251-266). Palgrave Macmillan.

Włosek, R. (2013) [Game Designer]. This War of Mine. 11 bit studios.

Zajko, M. (2022). Artificial Intelligence, Algorithms, and Social Inequality: Sociological Contributions to Contemporary Debates. Sociology Compass, 16(3), e12962. https://doi.org/10.1111/soc4.12962