Feeling with, or Feeling like? Empathy, Identification, and the Pleasures of Self-Reflection in Story-Driven Games
Keywords:
empathy, player identification, affective playAbstract
Over the last decade, empathy has become a key term in both game studies and industry discourse. Empathy is regularly invoked as proof of video games' cultural value, with particular attention to so-called 'empathy games' that promise to help players understand the experiences of marginalised others (Ruberg, 2020). At the same time, there is growing scepticism about empathy as a design goal and its political effects. Drawing on an online qualitative survey with twenty adult players, this paper examines how empathy, pleasure and identity intersect in players' accounts of story-driven games. A reflexive thematic analysis identified three interrelated themes: morality, identification, and personal growth. Participants described pleasure in moral deliberation, identification shaped by biography and intersectional position, and learning experiences often framed in terms of self- development. The findings suggest that empathy in games frequently serves players' own moral and reflective projects rather than sustained engagement with others' structural disadvantage.Downloads
Published
2026-06-16
Bibtex
@Conference{digra2944, title ="Feeling with, or Feeling like? Empathy, Identification, and
the Pleasures of Self-Reflection in Story-Driven Games", year = "2026", author = "Crawford, Garry and Yodovich, Neta and Gislam, Charlotte and Bagnall, Gaynor and Simpson, Seamus and Gosling, Victoria and Stukoff, Maria", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2944}", booktitle = "Abstract Proceedings of DiGRA 2026"}
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