Using Role-Taking and Behavioral Mimicking in Games to Increase Awareness on the Bystander Effect

Josephine Soegaard Andersen, Henrik Schoenau-Fog

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

Abstract

This study presents a concept on how a serious game might raise awareness of the bystander effect by using elements of game theory as well as a few psychological terms. The paper summarizes the theories and concludes with the description of a
concept, which is a third person role playing game with behavioral mimicking. The game concept should include a relatable (preferably player modifiable) avatar, so the player can relate and adhere to the empathy and intent to help. Since the bystander
effect takes place in groups where deindividuation also is common, this should require a behavioral change of this particular group’s norms. However, groups (especially of friends) can aid as support in case there is need for intervention as opposed to being
passive bystanders.
OriginalsprogEngelsk
TitelAcademicMindTrek '15 : Proceedings of the 19th International Academic MindTrek Conference
ForlagAssociation for Computing Machinery (ACM)
Publikationsdato5 dec. 2015
Sider69-72
ISBN (Trykt)978-1-4503-3948-3
DOI
StatusUdgivet - 5 dec. 2015
BegivenhedAcademic MindTrek 2015 - Tampere, Finland
Varighed: 22 sep. 201524 sep. 2015

Konference

KonferenceAcademic MindTrek 2015
Land/OmrådeFinland
ByTampere
Periode22/09/201524/09/2015

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