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

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 decision-making 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.

Authors

Institutions

Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2663
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
2.11
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

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

Ekaterina Muravevskaia
2 citations
European Conference on Games Based Learning
Educational Games and Gamification
2.11
article

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

Ekaterina Muravevskaia
article en
2 citations

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 decision-making 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.

European Conference on Games Based LearningVol. 18(1)
Indiana University (US)
Peace, Justice and strong institutions
Openalex Percentile: Top 14%
Educational Games and Gamification
2.11
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.