Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)

Detalhes bibliográficos
Autor(a) principal: Sousa, Carla
Data de Publicação: 2023
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34632/jsta.2023.15878
Resumo: This study examines the ability of the game SweetXHeart – a genre-defying slice-of-life creation by Catt Small (2019) – to promote empathy and consciousness of microaggressions, specifically among participants whose characteristics differ from the game's main character – a white male-dominated sample. The study included 39 undergraduate students from a Bachelor’s Degree in videogames, offering a distinct chance to examine the reactions of this specific demographic to feminist and intersectional ideas in gaming.  After playing the game, participants were surveyed, and a mixed-methods approach, including quantitative and content analysis, was applied to their answers. The obtained results emphasize how players gain empathy by adopting the game character’s perspective and experiencing her life, and fostering connections. However, the game’s effectiveness in raising awareness depends on the participants’ understanding of intersectionality and the challenges faced by people in positions of privilege. 
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spelling Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)This study examines the ability of the game SweetXHeart – a genre-defying slice-of-life creation by Catt Small (2019) – to promote empathy and consciousness of microaggressions, specifically among participants whose characteristics differ from the game's main character – a white male-dominated sample. The study included 39 undergraduate students from a Bachelor’s Degree in videogames, offering a distinct chance to examine the reactions of this specific demographic to feminist and intersectional ideas in gaming.  After playing the game, participants were surveyed, and a mixed-methods approach, including quantitative and content analysis, was applied to their answers. The obtained results emphasize how players gain empathy by adopting the game character’s perspective and experiencing her life, and fostering connections. However, the game’s effectiveness in raising awareness depends on the participants’ understanding of intersectionality and the challenges faced by people in positions of privilege. Universidade Católica Portuguesa2023-12-15info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.34632/jsta.2023.15878https://doi.org/10.34632/jsta.2023.15878Journal of Science and Technology of the Arts; Vol 15 No 2 (2023): Arts and Gaming, Convergent Feminism and Speculative Futures; 64-84Journal of Science and Technology of the Arts; v. 15 n. 2 (2023): Arts and Gaming, Convergent Feminism and Speculative Futures; 64-842183-00881646-979810.34632/jsta.2023.15.2reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://revistas.ucp.pt/index.php/jsta/article/view/15878https://revistas.ucp.pt/index.php/jsta/article/view/15878/15517Copyright (c) 2024 Carla Sousahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSousa, Carla2024-07-05T07:15:23Zoai:ojs.revistas.ucp.pt:article/15878Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-07-05T07:15:23Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
title Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
spellingShingle Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
Sousa, Carla
title_short Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
title_full Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
title_fullStr Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
title_full_unstemmed Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
title_sort Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019)
author Sousa, Carla
author_facet Sousa, Carla
author_role author
dc.contributor.author.fl_str_mv Sousa, Carla
description This study examines the ability of the game SweetXHeart – a genre-defying slice-of-life creation by Catt Small (2019) – to promote empathy and consciousness of microaggressions, specifically among participants whose characteristics differ from the game's main character – a white male-dominated sample. The study included 39 undergraduate students from a Bachelor’s Degree in videogames, offering a distinct chance to examine the reactions of this specific demographic to feminist and intersectional ideas in gaming.  After playing the game, participants were surveyed, and a mixed-methods approach, including quantitative and content analysis, was applied to their answers. The obtained results emphasize how players gain empathy by adopting the game character’s perspective and experiencing her life, and fostering connections. However, the game’s effectiveness in raising awareness depends on the participants’ understanding of intersectionality and the challenges faced by people in positions of privilege. 
publishDate 2023
dc.date.none.fl_str_mv 2023-12-15
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://doi.org/10.34632/jsta.2023.15878
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url https://doi.org/10.34632/jsta.2023.15878
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://revistas.ucp.pt/index.php/jsta/article/view/15878
https://revistas.ucp.pt/index.php/jsta/article/view/15878/15517
dc.rights.driver.fl_str_mv Copyright (c) 2024 Carla Sousa
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2024 Carla Sousa
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Católica Portuguesa
publisher.none.fl_str_mv Universidade Católica Portuguesa
dc.source.none.fl_str_mv Journal of Science and Technology of the Arts; Vol 15 No 2 (2023): Arts and Gaming, Convergent Feminism and Speculative Futures; 64-84
Journal of Science and Technology of the Arts; v. 15 n. 2 (2023): Arts and Gaming, Convergent Feminism and Speculative Futures; 64-84
2183-0088
1646-9798
10.34632/jsta.2023.15.2
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