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DiGRA
The game uses symbolic interaction, where objects such as a backpack or family photograph carry personal meaning. Branching decisions give players personal responsibility without clear moral resolution.
"Breaking Off" is a virtual reality narrative game that explores the emotional and moral dimensions of refugee displacement through symbolic interaction and branching storytelling. The paper argues that VR can transform complex social issues into emotionally engaging experiences by pairing immersive environments with objects that carry personal meaning. The game draws its narrative foundations from testimonies and oral histories of migrants, presenting a fragmented storyline that mirrors the disordered nature of migration, and it aims to move beyond the linear, passive formats common in earlier VR refugee projects.
The design rests on two principles: symbolic interaction, in which objects such as a backpack or family photograph serve as vehicles of meaning, and branching decision points that give players a sense of personal responsibility without offering clear moral resolution. The environment is deliberately minimalist, using sparse textures and restrained color to keep attention on these central objects. The game was built in Unity for the Meta Quest 3, with custom assets created in Blender, and uses controller-based selection and proximity-triggered interaction along with adjustable settings for accessibility.
Evidence of impact comes from a preliminary study with five university students using the Rapid Iterative Test and Evaluation method. The authors report qualitative findings: participants described the symbolic objects as emotional "anchors," reported increased empathy, and valued the simplified interaction mechanics. The sample is very small and the results are qualitative, so they indicate promising engagement rather than generalizable effects. The discussion situates these outcomes within broader research on VR empathy, drawing on prior work by Chris Milk, RYOT, and a large-scale comparison by Herrera et al. The authors identify future work in expanding narrative pathways, improving accessibility, and conducting broader user testing.
DiGRA · 2026