Persuasive games are designed for a variety of objectives, from marketing to
healthcare and activism. Some of the more socially aware ones cast players
as members of disenfranchised minorities, prompting them to see what
they see. In parallel, designers have started to leverage system-immersion
to enable players to temporarily feel like another person, to sense what
they sense. From these converging perspectives, we hypothesize a stilluncharted
space of opportunities at the crossroads of games, empathy,
persuasion, and system-immersion. We explored this space by designing
A Breathtaking Journey, a mixed-reality game providing a first-person
perspective of a refugee’s journey. A qualitative study was conducted to
tease out empathy-arousing characteristics, provide insights on empathic
experiences, and contribute three design opportunities: visceral engagement,
reflective moments, and affective appeals.