immersive journalism, games, and empathy

Virtual reality breathes life into immersive storytelling

Virtual Games Try To Generate Real Empathy For Faraway Conflict

James Delahoussaye

Project Syria, a virtual reality experience built by a team of students at USC.

“I sometimes call virtual reality an empathy generator,” she says. “It’s astonishing to me. People all of a sudden connect to the characters in a way that they don’t when they’ve read about it in the newspaper or watched it on TV.”

What Peña’s doing — using virtual reality in combination with reporting — is part of a wider landscape of video games being created to explore the news. And they’re called, appropriately enough, “newsgames.”

“There’s an argument to be made that games are perfect at getting at the systemic problems and challenges in the world,” says Ian Bogost, a professor at Georgia Tech.

He says games are really good at showing the complex underbelly of stories.

Take a game that he helped make called Oil God. In the game, the player controls an oil-rich region, waging wars and inciting coupes. The player learns that oil prices are contingent on all sorts of factors rarely mentioned in a story about the price of a gallon of gas.

The Sociology of Videogames

creating games to bring awareness to social issues for over a decade.  The game to create the biggest waves was arguably MTV’s “Darfur is Dying” released online in 2006, in which players took up the role of a family displaced by conflict in Darfur.

presentation design and tools for PSY 101

Plan for PSY 101 work with students on alternatives for presentation and design

LITA games at the library

Level up your Library Instruction through Games

Ally Addison Schauer, Elaine Settergren, LITA 2015

Learning Objectives


● Understand how Twine and Camtasia Studio softwares can be used for Library Instruction games


● Understand game design process and strategies

Apple developer

World Usability Day

World Usability Day

World Usability Day (WUD) or Make Things Easier Day[1] occurs annually to promote the values of usability, usability engineering, user-centered design, universal usability, and every user’s responsibility to ask for things that work better.

Games in the Classroom

Some Struggles Teachers Face Using Games in the Classroom

the Joan Ganz Cooney Center found that 74 percent of K-8 teachers surveyed use digital games for instruction in some way and 55 percent use them weekly.

Confused About Ed Tech Tools? New Rating Site for Apps and Games

Video Games That Bring Civics Class to Life

MIT Education Arcade:

LGN Learning Games Network: