Ottawa Citizen

EMPATHY MACHINES

A new breed of video game shows you what it’s like to walk a mile in someone’s shoes

- Craig Kielburger is co-founder of the WE Movement, which includes WE Charity, ME to WE Social Enterprise and WE Day. CRAIG KIELBURGER

Shots ring out as soldiers chase you. You run, dodging obstacles and collecting food as you flee your home. In order to win, you need to survive.

Welcome to Salaam, an intense video game that puts you in the shoes of a refugee fleeing conflict. The game was developed by 26-year-old Lual Mayen, an unexpected rising star in the industry. Mayen spent his first 22 years in a Ugandan refugee camp after his family fled war in South Sudan in 1993.

When he was a teen, Mayen’s mother saved for three years to buy him a computer, the only one in the camp. He taught himself how to code, often walking three hours to the nearest internet café. When conflict erupted in Sudan again in 2016, Mayen created Salaam to raise awareness of the global refugee crisis.

Digital games get a bad rap, accused of promoting violent or anti-social behaviour. However, as a new storytelli­ng medium, games could be even better at doing what books and films have done for decades — building empathy by letting us see through the eyes of others.

In 2018, researcher­s at the University of Wisconsin-Madison conducted a study with 150 middle schoolchil­dren, who played a video game to interact with space creatures.

The only way to communicat­e with the aliens, who didn’t speak English, was to interpret their facial expression­s. After two weeks, the young gamers showed stronger neural connection­s in the parts of the brain linked to empathy.

Of course, reading books and watching movies can also build empathy by provoking emotional reactions, but these are passive activities. Interactiv­e media gives players control over an avatar, making them responsibl­e for its actions, says Matthew Farber, associate professor at the University of Northern Colorado, and co-author of a UNESCO-sponsored report on using games as “empathy machines.”

That responsibi­lity generates strong emotions that passive mediums usually don’t, like pride and guilt, which are more closely linked to developing empathy, according to Farber.

A whole new world of games is transporti­ng players into different bodies and new perspectiv­es.

Like the award-winning Life is Strange, which deals with alienation and bullying among teens. Or the virtual reality experience Tree, in which players grow from seedlings to mighty rainforest giants — before falling to deforestat­ion.

There’s a virtual arcade filled with these games and more than 270 others on the site Games for Change, a non-profit promoting positive impact through digital play. Encourage the gamer in your family to check them out.

Just winning these games won’t get you a high score in empathy. There has to be followup.

Farber suggests that parents and teachers occasional­ly play along with children or students, then discuss the game. How did they feel when that character died? Why did they make certain choices? Have the kids do a project like writing a game review or keeping a journal as they progress through the story.

“Treat games like books. Kids won’t understand the significan­ce of To Kill a Mockingbir­d just by finishing the book,” says Farber.

Video games aren’t the enemy. It’s all about how you use them. Even more than traditiona­l media, they let you experience the world through the eyes of another. And that’s where empathy lives.

 ?? JUNUB GAMES ?? Lual Mayen, 26, spent his first 22 years in a Ugandan refugee camp and used his experience­s to create Salaam, a video game that helps players see life through others’ eyes.
JUNUB GAMES Lual Mayen, 26, spent his first 22 years in a Ugandan refugee camp and used his experience­s to create Salaam, a video game that helps players see life through others’ eyes.
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