In this article, we propose a hybrid, gamified, story-driven data collection approach to spark self-empathy, resurfacing people’s perceptions and feelings about past experiences. The game is designed around the well-known paradigm of an escape room and includes a physical board, some card decks, and a mobile application. We designed our concept around a very impactful experience that most people have experienced in recent years, namely the COVID-19 pandemic. The game aims to collect and understand people’s behaviour and feelings and to study and tackle the long-term effects of the pandemic. As the player plays through the game, they customize and escape from their lockdown room by completing statements and answering a series of questions that define their story. The decoration of the lockdown room and the storytelling-driven approach are targeted at sparking people’s emotions and self-empathy towards their past selves. Ultimately, the proposed approach was proven effective in collecting data about perceptions, opinions, and feelings related to the event.

"My Lockdown Escape": A Data Collection Approach based on Gamification and Crowdsourcing for Subjective Perspectives, Self-Empathy, and Memories about Past Experiences

Tocchetti, Andrea;Talenti, Silvia Maria;Brambilla, Marco
2024-01-01

Abstract

In this article, we propose a hybrid, gamified, story-driven data collection approach to spark self-empathy, resurfacing people’s perceptions and feelings about past experiences. The game is designed around the well-known paradigm of an escape room and includes a physical board, some card decks, and a mobile application. We designed our concept around a very impactful experience that most people have experienced in recent years, namely the COVID-19 pandemic. The game aims to collect and understand people’s behaviour and feelings and to study and tackle the long-term effects of the pandemic. As the player plays through the game, they customize and escape from their lockdown room by completing statements and answering a series of questions that define their story. The decoration of the lockdown room and the storytelling-driven approach are targeted at sparking people’s emotions and self-empathy towards their past selves. Ultimately, the proposed approach was proven effective in collecting data about perceptions, opinions, and feelings related to the event.
2024
EmpathiCH '24: Proceedings of the 3rd Empathy-Centric Design Workshop: Scrutinizing Empathy Beyond the Individual
979-8-4007-1788-8
Empathy, Gamification, Crowdsourcing, Hybrid Approach, Data Collection, Past Experiences
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1276085
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