Record Details

Empathetic Characters in Digital Games

Harvard Dataverse (Africa Rice Center, Bioversity International, CCAFS, CIAT, IFPRI, IRRI and WorldFish)

View Archive Info
 
 
Field Value
 
Title Empathetic Characters in Digital Games
 
Identifier https://doi.org/10.7910/DVN/I6BKQP
 
Creator Ribeiro, Tânia
Veloso, Ana Isabel
Peter, Brinson
 
Publisher Harvard Dataverse
 
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.
 
Subject Arts and Humanities
Computer and Information Science
Social Sciences
Survey
Digital games
Interpersonal Reactivity Index
BFI-2-S
 
Language English
 
Date 2023-10-08
 
Contributor Ribeiro, Tânia