Empathetic Characters in Digital Games
Harvard Dataverse (Africa Rice Center, Bioversity International, CCAFS, CIAT, IFPRI, IRRI and WorldFish)
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Title |
Empathetic Characters in Digital Games
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Identifier |
https://doi.org/10.7910/DVN/I6BKQP
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Creator |
Ribeiro, Tânia
Veloso, Ana Isabel Peter, Brinson |
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Publisher |
Harvard Dataverse
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Description |
This database reflects survey data designed to ascertain the presence of Empathetic Playable Characters in Video Games, allowing answering the following research questions: Which psychosocial characteristics can define a gamer? Can a gamer have an empathic connection with a character? Who are the most emphatic Characters in Digital Games? The collected data outlines: 1. Sample characterization: Age group; Gender Identity; Education level; Country; Ethnic group(s); Income; Political tendencies; Religious Tendencies; 2. Sample gaming consumption: hours played per week; life period more active in gaming; play platform; Typology player (based on "Hearts, clubs, diamonds, spades: Players who suit MUDs" from Richard Bartle); Games Genre. 3. Sample Empathy assessment Interpersonal Reactivity response: Implementation of the Interpersonal Reactivity Index Scale from Mark H. Davis. 4. Sample Personality Assessment: BFI-2-S (from Christopher J. Soto and Oliver P. John). 5. Assessing Empathy in Digital Games: adaptation of the Interpersonal Reactivity Index to digital games reality. |
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Subject |
Arts and Humanities
Computer and Information Science Social Sciences Survey Digital games Interpersonal Reactivity Index BFI-2-S |
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Language |
English
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Date |
2023-10-08
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Contributor |
Ribeiro, Tânia
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