top of page

Empathy in the Games Industry

Last year, the video games industry seemed to receive more negative press than usual. Arguably, some of it was justified, such as the backlash to predatory monetization methods. However, there were also several situations where it was mostly undeserved. In one case, the classification of video game addiction as a mental health disorder was reported on out of context by fear mongering news outlets. And in another, Trump attacked video games with yet another claim that they're responsible for gun violence, despite a lack of evidence.

Yet far too often is the positive impact of games overlooked by those unfamiliar with the medium. After all, falsely claiming that video games are harmful results in more views, excuses parents from responsibly monitoring what they buy for their kids, and requires far less effort than addressing flawed gun control laws. But if these same individuals would take the time to properly educate themselves and others on the matter, they would find that the medium can positively influence our world in ways that no other form of media can.

When played responsibly, the health and cognitive benefits of video games have proven to be far and wide reaching. They can result in improved coordination, problem-solving, creativity, and communication skills; they provide an outlet for people who suffer from stress, anxiety, or depression; and some are even designed specifically to educate children or get players active. But for the purpose of this blog, I would like to focus on the topic of empathy in video games.

Interactivity and immersion are the key elements that set video games apart from other forms of media. In games where choice is prominent, the repercussions of a player's actions play out in real time, allowing them to witness firsthand the consequences of their decisions on the virtual worlds and characters around them. This grants games the unique capability of not only allowing players to see what others go through, but also experience foreign hardships and emotions from another's perspective. While not to the same extent as someone who has personally lived through these scenarios, they can provide players with a better understanding of subjects like poverty, abuse, depression, or loss, allowing them to better empathize with individuals who have struggled with those issues themselves.

One series that tackles empathy remarkably well is Undertale. The main selling point of these games is how they encourage players to practice conflict resolution and problem solving through non-violent means. This means that every encounter with an "enemy" can be handled by getting to know them on a personal level, looking beyond their flaws, and actively giving them the support and care they need. Through this, the games are capable of handling various other themes, such as the loss of loved ones, the longing for acceptance and friendship, bullying and abuse, and the determination to protect those we care about. Not only are these themes that are expressed by the game's characters, but the players themselves also experience these to some extent throughout their journey.

Meanwhile, a game that uses empathy much differently is Papers, Please. Players take on the role of an immigration officer, using various criteria to determine who is allowed into the country and who isn't. Throughout this process, they must earn money for their cold, sick, and hungry family at home. The player will frequently be confronted with difficult moral dilemmas, and the player's decisions may result in the death of innocent people or the player character's own family members. Often times, efforts to help one risks detriment to the other. This provides an effective insight into immigration issues and life in impoverished nations.

I believe our world needs more games like these. Games that challenge us to look beyond our own preconceptions, and find pieces of ourselves in the hearts of those we may disagree with. Games that help us understand that the world isn't as clear cut as we'd all like for it to be. Games that take difficult subject matter, and present it in a way that allows players to walk a virtual mile in someone else's shoes.

But with that being said, I don't believe that the only place for empathy in the video games industry is within the games themselves. I believe that we, as an industry, can be doing much more to treat our players with empathy. While this is a business, it should not be to the detriment of those who buy into our products.

It is imperative that we as professionals ethically design games that people want to play, without exploiting the psychology and chemistry of their brain. We owe it to our players to create games that are complete experiences upon release, rather than trying to bleed them dry of every penny they have. And we have a responsibility to be more mindful of how the use of drugs and violence in our games may affect people. After all, we would expect no less in their position.

There is no denying that this medium has the power to affect the lives of others. It is up to us to determine whether games are as harmful as some people lead others to believe, or if they enrich the lives of our players. By incorporating empathy into my work, it is my hope that players leave my games in a better state than before they play them.

 

Resources and further reading

Featured Posts
Recent Posts
bottom of page