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Empathy Puzzles: Solving Intergenerational Conflict in Young Adult Video Games

Empathy Puzzles: Solving Intergenerational Conflict in Young Adult Video Games
Empathy Puzzles: Solving Intergenerational Conflict in Young Adult Video Games
When Katie Greenbrier (Gone Home, 2013) and Edith Finch (What Remains of Edith Finch, 2017) return to their family homes, they are confronted with the frailty and fallibility of their parents. Photo albums they were never meant to find, letters they were not supposed to read, and receipts that tell uncomfortable stories reveal to the teen protagonists the secret, and sometimes sordid, lives that their parents have kept hidden from them. In this article, I argue that the ‘exploration’ game mechanic in both of these texts equates the strategic need to examine a puzzle from multiple angles with a cumulative sense of wholistic, interpersonal understanding required for successfully challenging adult hegemony and bringing about intergenerational reconciliation. I posit that these games present cross-generational empathy not as an end-state to attain, but as a ludic skill that precipitates action, meaningful consequence, and structural change. In other words, these video games connect empathy to agency, positioning it as a tool for problem-solving, sense-making, and intervention. This article responds directly to Bonnie Ruberg’s call to “end the reign of empathy” in the critical and commercial discourses surrounding video games, and follows her precedent of unpacking the ambivalence and complexities of ‘playing-at-empathising’ in order to identify counter-normative models of connection and intersubjectivity present in these texts.
young adult, empathy, walking simulator, queer studies, intergenerational solidarity
2634-5277
Reay, Emma
07fd9558-6d41-426a-abba-c278b28a78f3
Reay, Emma
07fd9558-6d41-426a-abba-c278b28a78f3

Reay, Emma (2020) Empathy Puzzles: Solving Intergenerational Conflict in Young Adult Video Games. International Journal of Young Adult Literature, 1 (1). (doi:10.24877/ijyal.35).

Record type: Article

Abstract

When Katie Greenbrier (Gone Home, 2013) and Edith Finch (What Remains of Edith Finch, 2017) return to their family homes, they are confronted with the frailty and fallibility of their parents. Photo albums they were never meant to find, letters they were not supposed to read, and receipts that tell uncomfortable stories reveal to the teen protagonists the secret, and sometimes sordid, lives that their parents have kept hidden from them. In this article, I argue that the ‘exploration’ game mechanic in both of these texts equates the strategic need to examine a puzzle from multiple angles with a cumulative sense of wholistic, interpersonal understanding required for successfully challenging adult hegemony and bringing about intergenerational reconciliation. I posit that these games present cross-generational empathy not as an end-state to attain, but as a ludic skill that precipitates action, meaningful consequence, and structural change. In other words, these video games connect empathy to agency, positioning it as a tool for problem-solving, sense-making, and intervention. This article responds directly to Bonnie Ruberg’s call to “end the reign of empathy” in the critical and commercial discourses surrounding video games, and follows her precedent of unpacking the ambivalence and complexities of ‘playing-at-empathising’ in order to identify counter-normative models of connection and intersubjectivity present in these texts.

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More information

Published date: 2 November 2020
Keywords: young adult, empathy, walking simulator, queer studies, intergenerational solidarity

Identifiers

Local EPrints ID: 472261
URI: http://eprints.soton.ac.uk/id/eprint/472261
ISSN: 2634-5277
PURE UUID: 691d5486-7e74-4b4b-88ca-3176b7e9e671
ORCID for Emma Reay: ORCID iD orcid.org/0000-0003-2193-6564

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Date deposited: 30 Nov 2022 17:40
Last modified: 17 Mar 2024 04:15

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Author: Emma Reay ORCID iD

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