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.
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.
Originalsprog | Engelsk |
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Titel | AcademicMindTrek '15 : Proceedings of the 19th International Academic MindTrek Conference |
Forlag | Association for Computing Machinery (ACM) |
Publikationsdato | 5 dec. 2015 |
Sider | 69-72 |
ISBN (Trykt) | 978-1-4503-3948-3 |
DOI | |
Status | Udgivet - 5 dec. 2015 |
Begivenhed | Academic MindTrek 2015 - Tampere, Finland Varighed: 22 sep. 2015 → 24 sep. 2015 |
Konference
Konference | Academic MindTrek 2015 |
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Land/Område | Finland |
By | Tampere |
Periode | 22/09/2015 → 24/09/2015 |