Reflecting on Current State and Future Research of Empathy Assessment and Development within the Game-Based Learning Community

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2024-10
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English
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Abstract

There are decades of growing interest in social-emotional learning (Muravevskaia, 2023; Hoffman, 2009). According to the founders of the SEL concept, Cherniss, Goleman, et al. (2006), SEL is "the process of acquiring a set of social and emotional skills-self-awareness, self-management, social awareness, relationship skills, and responsible decisionmaking within the context of a safe, supportive environment." One of the most popular SEL frameworks is CASEL (2003), which includes five aspects: self-awareness, social awareness, self-management, decision-making skills, and relationship skills. The social awareness aspect includes competencies related to empathy: (taking others' perspectives, demonstrating empathy, and showing concern for the feelings of others). Empathy is widely used and mentioned in SEL and other literature across the research fields of game-based learning, design research, social psychology, neuroscience, affective computing, artificial intelligence, educational technologies, and others. Design thinking methodology and user experience research claim empathy is the first step in user research and developing multiple tools and measures (Dorst, 2011; Wright, 2008). Virtual reality is suggested as an "empathy machine" and promoted as a good tool for empathy development (Ventura, 2020). Affective computing works on modeling and measuring empathy in artificial agents to create systems that would scaffold the learning experience using SEL components (Gebhard, 2021). Empathy games are emerging as a new separate sub-domain (Muravevskaia,2023). Such situation multiplies many different definitions, methodologies, and measures for empathy. Such an active and divided interest in empathy across different domains can cause potential research confusion and challenges for educational technology and game-based research communities. We invite the GBL Research community to gather together as an interdisciplinary community to be able to discuss what empathy means for our community, how we define it and which methods use, which role it plays in the GBL, and which emerging future research in this area we envision together.

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Muravevskaia, E. (2024). Reflecting on Current State and Future Research of Empathy Assessment and Development within the Game-Based Learning Community. European Conference on Games Based Learning, 1049–1051. https://www.proquest.com/docview/3160616561/abstract/285F22A967347B8PQ/1
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European Conference on Games Based Learning
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