2016
DOI: 10.3991/ijep.v6i4.6064
|View full text |Cite
|
Sign up to set email alerts
|

Games for Empathy for Social Impact

Abstract: Abstract-Technology is changing and affecting the world around us from all angles. Information and Communication Technologies (ICTs) constitute suitable tools for interventions with children and adolescents promoting their emotional, psychological and social wellbeing. However, many good reasons underlie the conviction that digital simulations and games are particularly effective media for developing empathy. The current article aims to carry out a systematic review of ICTs on evoking empathy through games.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
32
0
5

Year Published

2020
2020
2024
2024

Publication Types

Select...
7
2

Relationship

0
9

Authors

Journals

citations
Cited by 40 publications
(37 citation statements)
references
References 15 publications
0
32
0
5
Order By: Relevance
“…tersebut sesuai dengan hipotesis bahwa permainan tradisional dapat meningkatkan empati anak. Hasil tersebut sesuai dengan penelitian Papoutsi & Drigas (2016) yang menjelaskan bahwa secara keseluruhan permainan kolektif dapat membantu mengembangkan empati jika dikaitkan dengan peningkatan minat dalam pembelajaran bermetode interaktif dan partisipatif.…”
Section: Metode Pelaksanaanunclassified
“…tersebut sesuai dengan hipotesis bahwa permainan tradisional dapat meningkatkan empati anak. Hasil tersebut sesuai dengan penelitian Papoutsi & Drigas (2016) yang menjelaskan bahwa secara keseluruhan permainan kolektif dapat membantu mengembangkan empati jika dikaitkan dengan peningkatan minat dalam pembelajaran bermetode interaktif dan partisipatif.…”
Section: Metode Pelaksanaanunclassified
“…Many aspects of educational dimensions are covered in researches through suitable tools. Such as evoking empathy through games [32], the concept of knowledge and game-based learning from the Gamification concept [33], and online discussions prompts [34]. In the same vein, we are trying to test a novel language-based approach through semantic analysis and translating of user queries.…”
Section: Fig 3 Example Of Attributes Detectionmentioning
confidence: 99%
“…The goal is to motivate and to overcome the lack of participation of students in the process of lessons in the classroom [4]. Gamification is also applied to evoke a sense of empathy with the environment [5]. This research aims to change the pattern of visitor activities that previously only photographs, but also are invited to explore the potential of the village through mobile applications.…”
Section: Introductionmentioning
confidence: 99%