Gaming, VR & Empathy
Amanda Faye Martin (Otago)
This work reviews research on how books and traditional theatre performances (i.e. non-immersive, non-particpatory) impact audience identification, empathy, and social action, and suggests ways we can learn from this literature as we develop virtual reality and gaming experiences that intend on encouraging empathy and social change.
|Date||Friday, 25 May 2018|
|Time||4:00pm - 5:00pm|
|Department||Media, Film and Communication|
|Location||Richardson Building, R6N4|