In: New media & society: an international and interdisciplinary forum for the examination of the social dynamics of media and information change, Band 23, Heft 8, S. 2167-2188
While a consumer revolution in virtual reality (VR) has piqued the interest of many fields, industries, and professions, it is unclear when, how, and to what degree the technology can elicit empathy. To better understand how the relationship between VR and empathy is communicated and defined, we performed qualitative and quantitative thematic analyses on popular ( N = 640) and academic articles ( N = 53) that included both terms. Findings revealed empathy is an aspirational term for journalists and researchers to showcase the potential of immersive media for prosocial change. Writers in both corpora suggested that empathetic experiences could lead to prosocial action through VR, but do not consistently define or measure empathy, given the inherent complexities surrounding the term. Drawing on seminal research in the field, we conclude with a definition of empathy related to immersive media.
Gaming and esports communities possess cultural barriers that exclude potential participants, limiting their access to social, cultural, and economic opportunities. In the United States, for instance, varsity esports players are increasingly supported by scholarships and tournament prizes, but persistent challenges make these benefits accessible to only a limited portion of the student body. Using a grounded theory analysis of 31 in-depth interviews with collegiate esports players, administrators, and student workers, this study examines perceived barriers and their (in)visibility to different participants. We find that gender and race are readily acknowledged, while other identities (age, physical ability, etc.) are overlooked. Moreover, visibility did not necessarily correlate with meaningful strategies for inclusion. While collegiate esports could be a welcoming and equitable environment, these findings suggest it will not be so until all hurdles are (1) made visible and (2) addressed relative to a university's own student body composition.
Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!