| International Journal of Computer Applications |
| Foundation of Computer Science (FCS), NY, USA |
| Volume 187 - Number 142 |
| Year of Publication: 2026 |
| Authors: Ossy Dwi Endah Wulansari, Johanna Pirker, Christian Guetl |
10.5120/ijca3da203025bcb
|
Ossy Dwi Endah Wulansari, Johanna Pirker, Christian Guetl . Use of Video Games and Interactive Film to Provide Empathy Training. International Journal of Computer Applications. 187, 142 ( Sep 2026), 25-33. DOI=10.5120/ijca3da203025bcb
This study underscores the potential of video games and interactive films in promoting awareness and the development of empathy to establish the positive impact of playing games and taking part in interactive films. Objectives of this study is to explores how video games and interactive films spark empathic online experiences and indicates their potential as tools for empathy experiences and training. This study combined quantitative and qualitative methods, using the Interpersonal Reactivity Index (IRI), Geneva Emotion Wheel (GEW), and empathy microblog for data collection. This analysis, including an experiment and survey, involved a mix of statistical methods and content analysis to examine survey data and identify themes in microblog posts, with 100 participants providing data and testimonials. The results encourage the use of video games and interactive films as tools for providing experience in and training empathy online by exploring the positive impact of playing such games and accessing appropriate films. After the participants had played games or taken part in the interactive film, the cognitive sub-dimension of empathy level of male participants mostly increased, while that of females in the affective sub-dimension. Video games and interactive films are potential media for encouraging empathy, with the potential to generate experiences through natural stories and effective. The findings demonstrate that both interventions successfully enhanced empathetic experiences, with distinct gender-based patterns.