ABSTRACT

Computer games create characters that define themselves through action and challenge the gamer. It's a lucrative field handled by an industry on the way up. The main problem with computer games is not so much that they are narrated against all rules of Western scenario tradition: in a nonlinear way, not straight storytelling but round the corner so to speak. Many kids seem to have problems thinking in straightforward, logical manner likewise. First-shooter games are flickering projections of militant ghost images and defy the rules of scenario tradition. Above all, computer games are fast. The gamer cannot even empathize with his own image, his own avatar. Nevertheless, there are such things as empathy games. Interactive empathy games focus on everything from being depressed to coming out. Obviously there is intellectual empathy that makes you feel what response another person needs. And there is emotional empathy that focuses on an affective response to an emotional stimulus.