Depression Quest
Game
3 documents in the library are about Depression Quest, from writers such as DiGRA, G|A|M|E – The Italian Journal of Game Studies and Press Start. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Depression Quest, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Depression Quest
Playing to Care: Games as Empathy Development Tools in Healthcare Education
Digital games serve as a transformative pedagogical tool for cultivating clinical empathy within healthcare education, bridging the gap between traditional narrative medicine and interactive digital experiences.
- Digital games offer a viable pedagogical tool for developing clinical empathy in healthcare students, functioning similarly to narrative medicine by fostering cognitive empathy and the intention to help patients.
- A literature review of 604 publications identified 36 relevant studies, revealing that while commercial games like 'Depression Quest' and 'Spiritfarer' show potential for empathy development, only one game has been experimentally proven to achieve this outcome.
- Clinical empathy is best served by cognitive empathy—a detached understanding of a patient's state—rather than affective empathy, which involves mirroring a patient's emotional distress.
The Challenges Female Streamers Face on Twitch and Their Strategies Within a Male-Dominated Gaming Environment
The document examines the pervasive challenges female streamers encounter on Twitch, a platform characterized by a significant gender disparity despite women constituting nearly half of all video game players.
- Harassment of women in gaming escalated into a coordinated campaign after the 2014 'Gamergate' episode, when developer Zoë Quinn was subjected to doxxing, threats and the publication of private photos, a pattern that spread to Brianna Wu, Anita Sarkeesian and other female industry figures.
- Twitch, launched in 2011 and bought by Amazon in 2014, saw its active channels rise from 3.75 million in February 2020 to 7.4 million in July 2020 during the pandemic, yet the platform remains closely tied to video games.
- Interviews with female streamers found that none considered Twitch's existing anti-harassment measures, including bots and AutoMod, effective in the long term, as harassers quickly learned to bypass them.
Assessing Empathy Across Game Fidelity Levels: A Case Study of 3D and Text-Based Versions of Brukel
This study aimed to determine if game fidelity influences player empathy, specifically comparing a high-fidelity 3D version of the game "Brukel" with a low-fidelity text-based adaptation.
- A 2025 DiGRA study randomly assigned 42 participants to either a low-fidelity Twine text adaptation or the high-fidelity 3D original of the narrative game Brukel and measured empathy with Shen's State Empathy Scale.
- Frequentist tests found no significant differences between the versions on any empathy dimension, but the equivalence tests (TOST) were also non-significant, so equivalence could not be confirmed under that approach.
- Bayesian analysis showed moderate evidence of equivalence for cognitive empathy but only anecdotal evidence for affective and associative empathy, suggesting the text version may be strongest at fostering understanding of characters' perspectives.