{"title":"Video games for good: Active perspective-taking fosters empathy and reduces implicit bias toward gendered violence victims","authors":"Sweeney Jing Li, Zeph M.C. van Berlo","doi":"10.1016/j.entcom.2025.100928","DOIUrl":null,"url":null,"abstract":"<div><div>Many victims of gendered violence suffer from systematic stigmatization. A novel approach to reduce the negative bias toward victims of gendered violence is the use of video games. In this study, we explore how playing video games can contribute to fostering empathy and reducing bias toward victims of gendered violence. To test our hypotheses, we conducted a lab experiment (<em>N</em> = 166). The result showed that taking the perspective of a gendered violence victim in a video game increases players’ embodiment of the game character and in turn increases player’s empathy toward gendered violence victims. No moderation was found for gender and also no relationship between empathy and implicit bias was found. All in all, the study demonstrates the potential of video games to be an empathy intervention tool for increasing empathy toward gendered violence victims.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"53 ","pages":"Article 100928"},"PeriodicalIF":2.8000,"publicationDate":"2025-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000084","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Many victims of gendered violence suffer from systematic stigmatization. A novel approach to reduce the negative bias toward victims of gendered violence is the use of video games. In this study, we explore how playing video games can contribute to fostering empathy and reducing bias toward victims of gendered violence. To test our hypotheses, we conducted a lab experiment (N = 166). The result showed that taking the perspective of a gendered violence victim in a video game increases players’ embodiment of the game character and in turn increases player’s empathy toward gendered violence victims. No moderation was found for gender and also no relationship between empathy and implicit bias was found. All in all, the study demonstrates the potential of video games to be an empathy intervention tool for increasing empathy toward gendered violence victims.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.