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dc.contributor.advisorHolander, Stefan
dc.contributor.authorGerhardsen, Ådne
dc.date.accessioned2022-08-10T09:50:38Z
dc.date.available2022-08-10T09:50:38Z
dc.date.issued2022-05-16en
dc.description.abstractThis thesis has looked at the potential for empathy-learning and exploration of ethical issues through the use of narrative video games in education. Video games is a relatively modern medium that is unique in the sense of the level of interaction, player-agency and engagement it has the potential to produce. Video games can be used as story-telling devices within education, along the lines of traditional narrative text, while also allowing players to craft their own player-generated narratives. To explore the potential for empathy learning and exploration of ethical issues, the thesis presents an analysis of a narrative apocalyptic video game in the survival genre, Frostpunk (11 bit games, 2018). The video game’s framing of ethical issues and its potential for empathy learning is examined in relation to the notion of persuasive games, curricular texts, and genres. Based on the previous analyses, this thesis includes suggestions of how to engage Frostpunk, and by implication of other similar games, in both the English subject and to teach interdisciplinary subjects such as Democracy and citizenship, and Sustainable development. The study concludes that there is potential to use commercial video games as a platform for empathy-learning, while acknowledging that there are practical and pedagogical concerns and challenges with respect to implementing them in an educational setting.en_US
dc.identifier.urihttps://hdl.handle.net/10037/26066
dc.language.isoengen_US
dc.publisherUiT Norges arktiske universitetno
dc.publisherUiT The Arctic University of Norwayen
dc.rights.holderCopyright 2022 The Author(s)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-sa/4.0en_US
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)en_US
dc.subject.courseIDLER-3902
dc.subjectempathy learningen_US
dc.subjectempathyen_US
dc.subjectvideo games in educationen_US
dc.subjectethicsen_US
dc.subjectinterdiciplinary subjectsen_US
dc.subjectnarrative analysisen_US
dc.subjectenglish didacticsen_US
dc.subjectpersuasive gamesen_US
dc.subjectprocedural rhetoricen_US
dc.subjectimmersionen_US
dc.subjecttechnologyen_US
dc.subjectFrostpunken_US
dc.titleThe Potential for Empathy Learning through Video Gamesen_US
dc.typeMastergradsoppgaveno
dc.typeMaster thesisen


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Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)