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Playing with Empathy Digital Role-Playing Games in Public Meetings Eric Gordon Emerson College Gordon, E., & Schirra, S. (2012). Playing with Empathy: Digital Role Playing Games in Public Meetings. In Communities and Technologies 2011. Presented at the Communities and Technologies 2011, Brisbane.
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Playing with Empathy

Feb 22, 2016

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Page 1: Playing with Empathy

Playing with Empathy

Digital Role-Playing Games in Public MeetingsEric Gordon

Emerson College

Gordon, E., & Schirra, S. (2012). Playing with Empathy: Digital Role Playing Games in Public Meetings. In Communities and Technologies 2011. Presented at the

Communities and Technologies 2011, Brisbane.

Page 2: Playing with Empathy

Public Meetings

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While nearly all U.S. municipal officials value public

engagement...• 81% agreed processes typically attracted same residents who complained or promoted favorite issues

• 68% agreed cities would make more engagement efforts and be more effective if citizens participated more constructively Barnes, W., and Mann, B. Making local democracy work: Municipal officials' views about public

engagement. Research report from the National League of Cities Center for Research and Innovation, Washington, DC (2009).

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Likewise, residents doubt impacts of their participation

McComas, K. Trivial pursuits: Participant views of public meetings. Journal of Public Relations Research, 15, 2 (2003), 91–115.

“Forget my question. Never mind. I wouldn’t

believe the answer anyway.”

—Opening public comment, public meeting in Bartlesville, Oklahoma

Page 5: Playing with Empathy

Games for constructive dialogue•Not a new concept: U.S. HUD's

Model Cities Program•Trade-Off (1967): Neighborhood

role-play

PublicProcess

Game

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Augmented Deliberation

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Case Study: Participatory Chinatown

Can games increase empathy? Broaden perspective?

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Boston's Chinatown

•46 Acre Neighborhood in Boston•Updating Chinatown Master Plan•Challenging context: Gentrified,

unique identity, ethnically and socioeconomically diverse

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What's LAN got to do with it?•Internet broadens access, but face-

to-face important•Challenge: design a multi-lingual,

networked game to reframe a master planning meeting

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Designing with, not for, a community• 18 youth from A-VOYCE worked

as game designers• Characters: Interviews with

residents to determine types of characters

• 3D Environment: Capture real photos of Chinatown for the in-game model

• Opportunities: What opportunities for housing, employment, and socializing exist in neighborhood?

Page 11: Playing with Empathy

Part I: Gameplay•Select a character/quest

•Discover local opportunities (Decision Cards)

•Make the best decision as your character

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Part II: In-Room

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Part III: Personal Decisionmaking

•Priority Card Screen•Rank personal values and see a

related walkable, 3D scenario (residential, commercial, mixed-use)

•Discussion about the viability of the scenarios

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Research Questions•Did the experience of playing a

character affect the participant's overall experience of the planning process?

•Did the experience of playing a character affect how players made decisions during the meeting?

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Methods•Participatory Chinatown was used in two meetings due to popularity. Focus for this study is on the resident-only meeting, which had 48 attendees.

•Paper surveys after meeting ( n=38; 78% response rate)

•5-point Likert scale•Eight one-on-one interviews with

participants

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Results: Meeting diversity•According to local planners, the

median age of Participatory Chinatown meeting, 30, was about half the median age of typical planning meetings

•90% of survey respondents had "little or no experience" with community planning processes

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Results: Empathy for Characters

• “I consider Chinatown a community I'm familiar with, but I've never thought of it from the perspective of an elder. It's nothing I've really considered. I thought that was really interesting. Just for [my character] to find seniors to associate with and have a community with so she wouldn't have to live alone.”—High school student

• "The game for me was all the characters. I feel like I have a personal relationship with all of them because I’ve lived here for so long." —Resident

Response Statement Avg Std. Dev.

AgreeI thought about my character (resident) when I picked my first choice housing, employment, or

social space card3.61 1.23

AgreeMy character’s (resident’s) needs were on my mind when I picked my first choice housing, employment,

or social space card3.57 1.18

Agree Right now, I could tell you a lot about my character’s (resident’s) life and struggles 3.65 0.68

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Results: Transfer to Personal Decisions

•“I understand what you’re trying to do, but . . .”

Response Statement Avg Std. Dev.

NeutralI thought about my character (resident) when

ranking the value cards to show my [own] top three priorities for Chinatown

3.44 1.18

NeutralI considered the conversation about all the characters’ needs during the second part of

thegame, even though I was playing as myself

3.13 1.10

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Challenge: Role-play and personal decisions

• No immediate correlation between role-play and personal decisions

• Immediate translation of emotional experience into a rational conclusion = difficult and ambitious

• Difficult to stretch game beyond the "magic circle"

• Different sets of rules apply in decision-making (morals, peer pressure vs points, quests)

• However, games can reframe the processes by which people make decisions

• Changes the context for the decision, not the decision itself

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THANK YOU.

Eric GordonEmerson College

[email protected]@ericbot