Skip to main content

Embodied Thinking as Empathy through Gaming: Perspective Taking in a Complex World

  • Chapter
  • First Online:
The 7 Transdisciplinary Cognitive Skills for Creative Education

Part of the book series: SpringerBriefs in Educational Communications and Technology ((BRIEFSECT))

Abstract

In 2009, following the announcement of the retirement of Supreme Court Justice David Souter, Justice Sonia Sotomayor was the first Hispanic and third woman in history to be nominated to the Supreme Court of the United States. Despite a strong, impressive track record as a justice and a legal scholar, Sotomayor found herself in a somewhat defensive position against attacks from many in the opposition party. Interestingly, these concerns were not spurred by anything Sotomayor herself had said or done—but rather by a comment from then President Obama that referenced her capacity for “empathy” as being an important and positive quality for the job. As the President noted, “I view that quality of empathy, of understanding and identifying with people’s hopes and struggles as an essential ingredient for arriving at just decisions.”

Can I see another’s woe,

And not be in sorrow too?

Can I see another’s grief,

And not seek for kind relief?

—William Blake.

To love our enemy is impossible. The moment we understand our enemy, we feel compassion towards him/her, and he/she is no longer our enemy.

—Thich Nhat Hanh.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Batt-Rawden, S. A., Chisolm, M. S., Anton, B., & Flickinger, T. E. (2013). Teaching empathy to medical students: An updated, systematic review. Academic Medicine, 88, 1171–1177.

    Article  Google Scholar 

  • Belman, J., & Flanagan, M. (2010). Designing games to foster empathy. International Journal of Cognitive Technology, 15(1), 11.

    Google Scholar 

  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: MIT Press.

    Google Scholar 

  • Boodman, S. (2015, March). How to teach doctors empathy. The Atlantic. Retrieved from http://www.theatlantic.com

  • Darwin, C. (1890). Journal of researches into the natural history and geology of the countries visited during the voyage of HMS” Beagle” round the world: Under the command of Capt. Fitz Roy, RN (Vol. 1). Ward, Lock.

    Google Scholar 

  • Davis, M. (2009). Empathy. In Encyclopedia of human relationships (pp. 515–520). Thousand Oaks, CA: SAGE Publications.

    Google Scholar 

  • Dewey, J. (1916). Democracy and education: An introduction to the philosophy of education. Auckland, New Zealand: Floating Press.

    Google Scholar 

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave MacMillan.

    Google Scholar 

  • Goleman, D. (2006). Social intelligence: The new science of human relationships. New York, NY: Bantam Books.

    Google Scholar 

  • Henriksen, D., Good, J., Mishra, P., & The Deep-Play Research Group. (2015). Embodied thinking as a transdisciplinary habit of mind. TechTrends, 58(6), 3–7.

    Article  Google Scholar 

  • Konrath, S. H., O’Brien, E. H., & Hsing, C. (2011). Changes in dispositional empathy in American college students over time: A meta-analysis. Personality and Social Psychology Review, 15(2), 180–198. doi:10.1177/1088868310377395.

    Article  Google Scholar 

  • Mishra, P., Koehler, M. J., & Henriksen, D. (2011). The seven transdisciplinary habits of mind: Extending the TPACK framework towards 21st century learning. Educational Technology, 51(2), 22–28.

    Google Scholar 

  • O’Brien, C.. [Team Coco]. (2013, September 20). Louis C.K. hates cell phones [Video file]. Retrieved from https://youtu.be/5HbYScltf1c

  • People for the Ethical Treatment of Animals [PETA]. (2011, July 22). A conversation with astrophysicist Neil DeGrasse Tyson [Video file]. Retrieved from https://youtu.be/zsjgM_GME-Y

  • Pope, L.. (2013). Papers, Please [Steam game].

    Google Scholar 

  • Porter, L. W., Angle, H. L., & Allen, R. W. (2003). Organizational influence processes. New York: Routledge.

    Google Scholar 

  • Root-Bernstein, R., & Root-Bernstein, M. (1999). Sparks of genius. Boston and New York: Houghton Mifflin.

    Google Scholar 

  • Russell, W. B. (2011). Contemporary social studies: An essential reader. Charlotte, NC: Information Age Publishing.

    Google Scholar 

  • Seltzer, L.. (2009). Justice Sonia Sotomayor’s Empathy: Will it lead to emotional activism or justice with mercy? Psychology Today. Retrieved from https://www.psychologytoday.com/blog/evolution-the-self/200906/justice-sonia-sotomayors-empathy

  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press.

    Google Scholar 

  • Stephan, W. G., & Finlay, K. (1999). The role of empathy in improving intergroup relations. Journal of Social Issues, 55, 729–743. doi:10.1111/0022-4537.00144.

    Article  Google Scholar 

  • Williams, M.. (2013). Migrant trail. [Web-based game].

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Additional information

This chapter is edited and derived from the following article, which originally appeared in the journal TechTrends (with permission from the publisher and editor). With thanks and credit to the Deep-Play Research Group and authors as noted: Boltz, L. O., Henriksen, D., Mishra, P., & the Deep-Play Research Group (2015). Empathy through gaming—Perspective taking in a complex world. TechTrends (59)6, p. 3–8.

Rights and permissions

Reprints and permissions

Copyright information

© 2018 © AECT

About this chapter

Cite this chapter

Henriksen, D. (2018). Embodied Thinking as Empathy through Gaming: Perspective Taking in a Complex World. In: The 7 Transdisciplinary Cognitive Skills for Creative Education . SpringerBriefs in Educational Communications and Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-59545-0_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-59545-0_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-59544-3

  • Online ISBN: 978-3-319-59545-0

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics