dys4ia and Depression Quest Response

In “Empathy,” Bogost focuses on games that operationalize weakness, noting that “Critics might argue that frail situations are not fun. Feeble characters do not wear shoes anyone wants to wear. And that may be true. But when it comes to the world we inhabit today, it is the vulnerable […] who deserve our empathy” (24). Luke Winkie included dys4ia and Depression Quest (the games you are playing this week) on his list of “5 video games that could make the world a better place” from a couple of years ago because they build empathy and understanding. Before we meet on Tuesday, play through these games and then write a post in which you discuss some moment in one of the games where you can see the game designers focusing on creating empathy for the vulnerable. Explain what happens in that moment in the game and what happens to foster empathy, or not.

Work Cited

Bogost, Ian. How to Do Things with Videogames. Minneapolis: Univ Of Minnesota Press, 2011. Print.

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