Corpus ID: 18089762

Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play

  title={Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play},
  author={Theresa Jean Tanenbaum and Karen Tanenbaum},
This paper looks at the concept of transformation in digital games and posits it as a core pleasure of digital games that can be positioned within a new discourse of “transformative play. [...] Key Method The first is method acting, which is perhaps best known for its capacity to profoundly transform an actor into his or her character. The second is figured worlds theory, which considers the dynamics through which both agency and identity are constituted within social and technological imaginaries. We then use…Expand
Investigating Roleplaying and Identity Transformation in a Virtual Reality Narrative Experience
The design and evaluation of The Next Fairy Tale VR, a theatrical interactive storytelling system created in virtual reality and informed by performing arts theories, is described and four design patterns that supported roleplaying are identified. Expand
You; the Observer, Partaker or Victim. Delineating Three Perspectives to Empathic Engagement in Persuasive Games using Immersive Technologies.
It is argued that a better understanding of the different perspectives to empathic engagement - the observer, partaker, and victim - and the gap between realities can be insightful, and resulted in a framework to support future research and design. Expand
Magia Transformo: Designing for Mixed Reality Transformative Play
It is argued that design techniques of backleading and outside->in transformation from theater practice, although still in their early development, can broadly inform the work of designers and scholars seeking to create experiences of character identification and transformation in games. Expand
Evaluating the User Experience of Interactive Digital Narrative
This approach connects research in psychology based on Entertainment Theory with a humanities-based perspective and map Murray's influential theoretical framework to Roth's empirical dimensions and thus connect an analytical framework to empirical research. Expand
There Is No Escape: Theatricality in Hades
To date, the theatricality of videogames has been examined primarily through the lens of performance, a perspective that centers the liveness of theater and identifies the player with the role of theExpand
This is fine: #ResistJam and the 2016 election in gaming
Pre- and Post-Trump games, situated in the months leading up to and immediately following the election results, demonstrate not only transformative play but cathartic play, or the use of games as part of a process of emotional release and expression aspart of sharing current struggles and challenges. Expand
A Unified Model of Game Design, Through the Lens of User Experience
In this paper, two cornerstone game design and research models — the Mechanics, Dynamics, Aesthetics framework and the magic circle — are revisited and inspected through a lens of user experienceExpand
Larping (Live Action Role Playing) as an Embodied Design Research Method
A workshop to learn about, engage with, and discuss larping (live action role playing) as an embodied design research method, in particular as a sensitizing activity prior to design and a test-bed to investigate and further iterate design concepts and prototypes. Expand
Playable Experiences at AIIDE 2014
This paper describes the seven entries that were accepted in the 2014 AIIDE track, as well as the motivation behind the track and the criteria used to evaluate and accept entries. Expand


Improvisation and Performance as Models for Interacting with Stories
The model of improvisation is explored as a means of understanding the relationship between the author/designer and the reader/player of such narratives, and allows for a new formulation of the notion of agency. Expand
The ecology of games : connecting youth, games, and learning
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play -- mapping the ways that all the various elements, fromExpand
Rethinking agency and immersion: video games as a means of consciousness-raising
  • G. Frasca
  • Computer Science, Sociology
  • Digit. Creativity
  • 2001
A modified version of The Sims would allow players to create behavioural rules for their characters that reflect their personal opinions, and like in Boal's Forum Theatre, this game would foster critical discussion about social and personal problems. Expand
Transformative play: games as 21st century curriculum
The design history, comparison studies, and scaling research focused on four units designed based on the theory of transformational play, situated in an online, multiplayer videogame called Quest Atlantis, supporting over 25,000 children worldwide are discussed. Expand
Stanislavky's System as a Game Design Method: A Case Study
How Stanislavski’s acting method (1959) served as the inspiration to design a game based on the Spanish classical theatre play, La Dama Boba (The Foolish Lady), and how it helped transform a narrative, dramatic in this case, into a digital game is described. Expand
Being in the Story: Readerly Pleasure, Acting Theory, and Performing a Role
It is argued that reimagining interaction as participation in a story opens up an important new design space for digital narratives: one which emphasizes the readerly pleasure of transforming into a character rather than the authorial pleasure of rewriting the events of the story. Expand
Fundamental Components of the Gameplay Experience: Analysing Immersion
A heuristic gameplay experience model is presented that identifies some of the key components and processes that are relevant in the experience of gameplay, with a particular focus on immersion. Expand
Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds
“Transportation into a narrative world” is an experience of cognitive, emotional, and imagery involvement in a narrative. Transportation theory (Green & Brock, 2000, 2002) provides a lens forExpand
IMPRO: Improvisation and Theatre
Keith Johnstone's involvement with the theatre began when George Devine and Tony Richardson, artistic directors of the Royal Court Theatre, commissioned a play from him. This was the year of LookExpand
Identity and Agency in Cultural Worlds
Preface I. On the Shoulders of Bakhtin and Vygotsky 1. The Woman Who Climbed Up the House 2. A Practice Theory of Self and Identity II. Placing Identity and Agency 3. Figured Worlds 4. PersonalExpand