United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development WORKING PAPER 2017 - 05 | DECEMBER 2017 THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” United Nations Mahatma Gandhi Institute Educational, Scientific and of Education for Peace Cultural Organization and Sustainable Development UNESCO MGIEP United Nations Educational, Scientific and Cultural Organization | Mahatma Gandhi Institute of Education for Peace and Sustainable Development 35 Ferozshah Road, ICSSR Building,1st Floor, New Delhi- 110001, INDIA. December, 2017 © UNESCO MGIEP Author: Matthew Farber, Ed.D., Assistant Professor, University of Northern Colorado Karen Schrier, Ed.D., Associate Professor, Director of Games & Emerging Media, Marist College The opinions expressed in this publication are those of the authors and are not necessarily endorsed by UNESCO MGIEP. UNESCO MGIEP is not responsible for discrepancies, if any, in data and content. Any communication concerning this publication may be addressed to: UNESCO MGIEP
[email protected] Printed in India THE LIMITS AND STRENGTHS OF USING DIGITAL GAMES AS “EMPATHY MACHINES” Matthew Farber, Ed.D., University of Northern Colorado Karen Schrier, Ed.D., Marist College Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Working Paper: The Limits and Strengths of Using Digital Games as “Empathy Machines” Mahatma Gandhi Institute of Education for Peace and Sustainable Development / UNESCO Abstract This working paper grapples with questions related to the intersection of digital games and empathy.