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Playable characters in digital games: a model proposal for creating empathetic characters

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Bibliographic Details
Summary:The research conducted within this thesis proposes a model for creating empathic (playable) characters in digital games, addressing the lack of methodologies for designing empathic characters while clarifying the emotional connections between players and characters during the gaming experience. Epistemologically, the research follows constructivist principles, which view knowledge as actively constructed rather than discovered. The theoretical perspective is grounded in interpretivism principles, emphasizing the significance of the subjective experience. The methodology is grounded theory, structured into seven tasks (T.) using an emergent design approach. It begins with interviews with four experts to explore their perspectives on empathy in digital games (T.A). Simultaneously, a document analysis (T.B) organizes and categorizes 393 playable characters into five categories: fictional characters, avatars, classes, real-life characters, and groups. This is followed by developing and validating a survey (T.C) to gather data on digital game players, validated iteratively through three discussion groups (two with experts and one with gamers). The survey, distributed online in digital gaming communities, collected 301 valid responses. Data analysis revealed no significant correlation between player characteristics and the physical attributes of empathetic characters, suggesting that empathy does not depend exclusively on these attributes. Based on the data, a multifactorial scale (validated through Confirmatory Factor Analysis) was developed to quantify empathy in digital games (T.D), divided into four factors: Character Perspective Perception (CPP), Role Fantasy (RF), Character Empathic Concern (CEC), and Personal Character Distress (PCD). The survey also indicated that participants tended to empathize with character 2B from the digital game NieR:Automata. A case study (T.E) was subsequently conducted to assess the characteristics of this playable character that generate empathy. The Information Hypothesis Theory proposes that, in the context of digital games, empathy is information, and the conceptualization of empathic characters depends on the interrelation of information provided about their life background, personality, and internal and external conflicts (T.F). The practical application of the theory (T.G) was explored and evaluated through an artifact designed to create empathic characters. This artifact provides a structured, streamlined model for artists, designers, researchers, and game developers to design and assess characters' empathic potential. This research contributes to communication technologies sciences by advancing the understanding of empathy as a central element in character development, highlighting its role in the communicational and emotional interaction between players and characters.
Main Authors:Ribeiro, Tânia Cristina Ferreira
Subject:Playable characters Digital game Empathy
Year:2025
Country:Portugal
Document type:doctoral thesis
Access type:open access
Associated institution:Universidade de Aveiro
Language:English
Origin:RIA - Repositório Institucional da Universidade de Aveiro
Description
Summary:The research conducted within this thesis proposes a model for creating empathic (playable) characters in digital games, addressing the lack of methodologies for designing empathic characters while clarifying the emotional connections between players and characters during the gaming experience. Epistemologically, the research follows constructivist principles, which view knowledge as actively constructed rather than discovered. The theoretical perspective is grounded in interpretivism principles, emphasizing the significance of the subjective experience. The methodology is grounded theory, structured into seven tasks (T.) using an emergent design approach. It begins with interviews with four experts to explore their perspectives on empathy in digital games (T.A). Simultaneously, a document analysis (T.B) organizes and categorizes 393 playable characters into five categories: fictional characters, avatars, classes, real-life characters, and groups. This is followed by developing and validating a survey (T.C) to gather data on digital game players, validated iteratively through three discussion groups (two with experts and one with gamers). The survey, distributed online in digital gaming communities, collected 301 valid responses. Data analysis revealed no significant correlation between player characteristics and the physical attributes of empathetic characters, suggesting that empathy does not depend exclusively on these attributes. Based on the data, a multifactorial scale (validated through Confirmatory Factor Analysis) was developed to quantify empathy in digital games (T.D), divided into four factors: Character Perspective Perception (CPP), Role Fantasy (RF), Character Empathic Concern (CEC), and Personal Character Distress (PCD). The survey also indicated that participants tended to empathize with character 2B from the digital game NieR:Automata. A case study (T.E) was subsequently conducted to assess the characteristics of this playable character that generate empathy. The Information Hypothesis Theory proposes that, in the context of digital games, empathy is information, and the conceptualization of empathic characters depends on the interrelation of information provided about their life background, personality, and internal and external conflicts (T.F). The practical application of the theory (T.G) was explored and evaluated through an artifact designed to create empathic characters. This artifact provides a structured, streamlined model for artists, designers, researchers, and game developers to design and assess characters' empathic potential. This research contributes to communication technologies sciences by advancing the understanding of empathy as a central element in character development, highlighting its role in the communicational and emotional interaction between players and characters.

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