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Games for inclusive play
Rui Prada
Instituto Superior Técnico, Universidade de Lisboa
INESC-ID
AAS Annual Conference, Lisbon - June 24, 2022
Inclusion and Diversity in Games
Inclusiveness is addressed both in terms of
The content
The characters and situations that the game depicts
Accessibility
To make it possible for non-typical players (e.g., disable) to play the
game and enjoy the experience
Games for inclusion
Tools to improve the life of players that need support for inclusion
Characters and Situations
Ethnicity
Gender
Sex orientation
Divergent/non-typical people
Diversity and the roles played
Stereotypes and Tropes
Tropes vs. Women in Video Games, Anita Sarkeesian
https://feministfrequency.com/series/tropes-vs-women-in-video-
games/
Queer Tropes vs Video Games
https://feministfrequency.com/video/queer-tropes-vs-video-games-
are-you-gay-or-just-coded-that-way/
The Walking Dead, 2012-2019 (Telltale Games)
Diverse set of playable characters
Image from: https://www.popoptiq.com/wp-content/uploads/2016/02/twd_michonne_large.jpg.webp
This War of Mine, 2014 (11 bit studios)
Diversity of capabilities and limitations
Images from: https://store.steampowered.com/app/282070/This_War_of_Mine/?l=latam&ref=dtf.ru
Characters with Physical Disability
Lester Crest, wheelchair-bound
Grand Theft Auto V, 2013
(Rockstar Games)
Image from: https://i.redd.it/4u9zxxgbaa601.jpg
Jeff “Joker” Moreau, Vrolik
Syndrome (brittle bone disease)
Mass Effect, 2007 (BioWare)
Image from: https://i.redd.it/4u9zxxgbaa601.jpg
To the Moon, 2011 (Freebird Games)
Sigmund Corporation uses a technology that can create
artificial memories. They offer this as a “wish fulfillment”
service to people on their death beds.
Jonny with Memory loss
River with Autism
Image from: https://luduslila.files.wordpress.com/2014/02/to-the-moon-promo.jpg
Hellblade: Senua's Sacrifice, 2017 (Ninja
Theory)
Senua, a warrior struggling with psychosis
Hearing voices or seeing things that aren’t really there
Advised by a Professor Cambridge
Stepping in the shoes of someone that has psychotic mental
illness
Image from: https://pt.ign.com/hellblade/46916/review/hellblade-senuas-sacrifice-analise
Celeste, 2018 (Matt Makes Games)
Help Madeline survive her inner demons
(self-blame and self-doubt)
Her projections are constantly trying to
stop her from achieving success
Madeline must learn to accept and
ultimately overcome her internal barriers
Image from: https://pt.wikipedia.org/wiki/Ficheiro:Celeste_capa.jpg
Celeste, 2018 (Matt Makes Games)
https://gameaccessibilityguidelines.com/celeste-assist-mode/
Accessibility in Games
4 types: mobility, visual, auditory, cognitive
http://ablegamers.org
http://gameaccessibilityguidelines.com/
http://game-accessibility.com/
http://www.includification.com/
https://igda-gasig.org/
Image from: https://ablegamers.org/
Designing for Disability
Game Makers Toolkit (4 Episodes)
https://www.youtube.com/watch?v=4NGe4dzlukc
Inclusion and Diversity in Games
Yet a long way to go
But there are many discussions and efforts
Games can be a good media to discuss and portray diversity
and inclusion
Games can be tools to train and raise awareness
In-visible Island
Inclusive storytelling platform for visually impaired children
Foster participation in collaborative creative tasks
Children build together a story based on individual choices
Players (one at the time) place characters in the island: in the
forest, in the river, in the mountain
A robot tells the story based on Malaysian folklore
Ruhiyati Idayu Abu Talib, Predrag K Nikolic, Mohd Shahrizal Sunar, Rui Prada: “In-visible island: inclusive storytelling
platform for visually impaired children” Mobile Networks and Applications, 25(3):913-924, 2020. Springer.
In-visible Island
Characters have preferences and
relations to each other
The Island elements have audio
and haptic feedback
Characters disks tremble and
rumble if they approach places
and characters they dislike
Ruhiyati Idayu Abu Talib, Predrag K Nikolic, Mohd Shahrizal Sunar, Rui Prada: “In-visible island: inclusive storytelling
platform for visually impaired children” Mobile Networks and Applications, 25(3):913-924, 2020. Springer.
In-visible Island
Ruhiyati Idayu Abu Talib, Predrag K Nikolic, Mohd Shahrizal Sunar, Rui Prada: “In-visible island: inclusive storytelling
platform for visually impaired children” Mobile Networks and Applications, 25(3):913-924, 2020. Springer.
Games for People with Intellectual Disability
ID Gaming objective is to increase the competences of Persons with
Intellectual Disabilities
Educate related Professionals and Relatives on the use of games
15 million people with intellectual
disability in the European Union
https://id-gaming-project.eu
ID Gaming
https://id-gaming-project.eu/toolkit
QooL City Game: Quality of Life Training Game
Cognitive functions: calculus and problem solving, memory, spatial
orientation, language
Quality of Life dimensions: interpersonal relationships, social inclusion,
self-determination, physical and emotional well-being,
QooL City Game: Challenge Cards
QooL City Game: Participatory (co-)Design
QooL City Digital Game
https://id-gaming-project.eu/toolkit/qool-city-digital-game/
Traveller: a game for Cultural Training
Game for increasing intercultural sensitivity and awareness
Players play several scenes, which may be misinterpreted due to
differences in culture
AI agents with different cultural behaviour (e.g., individualist vs
collectivist, importance of authority)
Based on a model of Social Importance Dynamics
Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied
Artificial Intelligence, vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.
Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent
virtual agents: From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
Traveller: Beach Bar scene
Traveller: Study
Cross-cultural study 2x2
Participants: Portugal (collectivistic) vs The Netherlands
(individualistic)
Culture parameterization: collectivistic agents vs
individualistic agents
Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence,
vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.
Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents:
From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
Traveller: Some Results
Dutch participants complained that the collectivistic agents were too
distant
Dutch participants offered more often a drink to the individualistic
agents. Portuguese offered more to the collectivistic
Portuguese participants had a significantly higher opinion of the
collectivistic agents than the Dutch
Both countries had a similarly opinion of the individualistic agents
Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence,
vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.
Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents:
From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
Com@Viver
A game to promote bystanders’ empathy in cyberbullying
situations
Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco
Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
Com@Viver
Simulated Social Network
Social agents as colleagues
Fictional cyberbullying
posts, based on real data
Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco
Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
Com@Viver
Players’ goal is to be able to join
the field trip
Social agents favour the bully or
the victim
Players respond through
likes/dislikes and predefined
comments
Triggered self-reflection on their
choices
Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco
Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
Com@Viver: Results
Longitudinal study (5 sessions) with 221, 7th and 8th grade students (in
3 schools)
3 groups: play the game (G), read a paper version (P), did not play (N)
Positive difference in terms of cognitive empathy
More empathic concerns towards the cyberbullying situations
Higher levels of empathic reactions towards victims
Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco
Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
Inclusive play with Robots
Inclusive classroom play with robots and neurodivergent children
Image from: https://www.robotshop.com/ca/fr/ensemble-costumes-diy-
pour-ozobot-evo.html
Image from: https://www.generationrobots.com/blog/en/what-
are-the-differences-between-ozobot-bit-and-ozobot-evo/
Socially Situated Cognition and Social Identity
in AI Agents
Social meaning of objects
E.g., An apple can be food, a gift, a toy, a weapon, …
Social categorization and social identity
The agents and their social groups in a given context
Social affordances
What you can do with the agents and objects in the context
Socially affordable
What is acceptable
Social AI agents in Minecraft
Context
Time, location, agents
Social practices
Activated by context
Social roles
Locations have social properties
Expected activity
Ownership
Agents have categories/identities
Define relevant social practices
Conclusions
Games are prominent media
Games portray social reality
There are concerns of inclusiveness: accessibility and
representativeness
Games are powerful means for change
Can be used to promote awareness, to train and foster
change
Combined with AI and novel elements (e.g., robots)

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Games for inclusive play

  • 1. Games for inclusive play Rui Prada Instituto Superior Técnico, Universidade de Lisboa INESC-ID AAS Annual Conference, Lisbon - June 24, 2022
  • 2. Inclusion and Diversity in Games Inclusiveness is addressed both in terms of The content The characters and situations that the game depicts Accessibility To make it possible for non-typical players (e.g., disable) to play the game and enjoy the experience Games for inclusion Tools to improve the life of players that need support for inclusion
  • 3. Characters and Situations Ethnicity Gender Sex orientation Divergent/non-typical people Diversity and the roles played
  • 4. Stereotypes and Tropes Tropes vs. Women in Video Games, Anita Sarkeesian https://feministfrequency.com/series/tropes-vs-women-in-video- games/ Queer Tropes vs Video Games https://feministfrequency.com/video/queer-tropes-vs-video-games- are-you-gay-or-just-coded-that-way/
  • 5. The Walking Dead, 2012-2019 (Telltale Games) Diverse set of playable characters Image from: https://www.popoptiq.com/wp-content/uploads/2016/02/twd_michonne_large.jpg.webp
  • 6. This War of Mine, 2014 (11 bit studios) Diversity of capabilities and limitations Images from: https://store.steampowered.com/app/282070/This_War_of_Mine/?l=latam&ref=dtf.ru
  • 7. Characters with Physical Disability Lester Crest, wheelchair-bound Grand Theft Auto V, 2013 (Rockstar Games) Image from: https://i.redd.it/4u9zxxgbaa601.jpg Jeff “Joker” Moreau, Vrolik Syndrome (brittle bone disease) Mass Effect, 2007 (BioWare) Image from: https://i.redd.it/4u9zxxgbaa601.jpg
  • 8. To the Moon, 2011 (Freebird Games) Sigmund Corporation uses a technology that can create artificial memories. They offer this as a “wish fulfillment” service to people on their death beds. Jonny with Memory loss River with Autism Image from: https://luduslila.files.wordpress.com/2014/02/to-the-moon-promo.jpg
  • 9. Hellblade: Senua's Sacrifice, 2017 (Ninja Theory) Senua, a warrior struggling with psychosis Hearing voices or seeing things that aren’t really there Advised by a Professor Cambridge Stepping in the shoes of someone that has psychotic mental illness Image from: https://pt.ign.com/hellblade/46916/review/hellblade-senuas-sacrifice-analise
  • 10. Celeste, 2018 (Matt Makes Games) Help Madeline survive her inner demons (self-blame and self-doubt) Her projections are constantly trying to stop her from achieving success Madeline must learn to accept and ultimately overcome her internal barriers Image from: https://pt.wikipedia.org/wiki/Ficheiro:Celeste_capa.jpg
  • 11. Celeste, 2018 (Matt Makes Games) https://gameaccessibilityguidelines.com/celeste-assist-mode/
  • 12. Accessibility in Games 4 types: mobility, visual, auditory, cognitive http://ablegamers.org http://gameaccessibilityguidelines.com/ http://game-accessibility.com/ http://www.includification.com/ https://igda-gasig.org/ Image from: https://ablegamers.org/
  • 13. Designing for Disability Game Makers Toolkit (4 Episodes) https://www.youtube.com/watch?v=4NGe4dzlukc
  • 14. Inclusion and Diversity in Games Yet a long way to go But there are many discussions and efforts Games can be a good media to discuss and portray diversity and inclusion Games can be tools to train and raise awareness
  • 15. In-visible Island Inclusive storytelling platform for visually impaired children Foster participation in collaborative creative tasks Children build together a story based on individual choices Players (one at the time) place characters in the island: in the forest, in the river, in the mountain A robot tells the story based on Malaysian folklore Ruhiyati Idayu Abu Talib, Predrag K Nikolic, Mohd Shahrizal Sunar, Rui Prada: “In-visible island: inclusive storytelling platform for visually impaired children” Mobile Networks and Applications, 25(3):913-924, 2020. Springer.
  • 16. In-visible Island Characters have preferences and relations to each other The Island elements have audio and haptic feedback Characters disks tremble and rumble if they approach places and characters they dislike Ruhiyati Idayu Abu Talib, Predrag K Nikolic, Mohd Shahrizal Sunar, Rui Prada: “In-visible island: inclusive storytelling platform for visually impaired children” Mobile Networks and Applications, 25(3):913-924, 2020. Springer.
  • 17. In-visible Island Ruhiyati Idayu Abu Talib, Predrag K Nikolic, Mohd Shahrizal Sunar, Rui Prada: “In-visible island: inclusive storytelling platform for visually impaired children” Mobile Networks and Applications, 25(3):913-924, 2020. Springer.
  • 18. Games for People with Intellectual Disability ID Gaming objective is to increase the competences of Persons with Intellectual Disabilities Educate related Professionals and Relatives on the use of games 15 million people with intellectual disability in the European Union https://id-gaming-project.eu
  • 20. QooL City Game: Quality of Life Training Game Cognitive functions: calculus and problem solving, memory, spatial orientation, language Quality of Life dimensions: interpersonal relationships, social inclusion, self-determination, physical and emotional well-being,
  • 21. QooL City Game: Challenge Cards
  • 22. QooL City Game: Participatory (co-)Design
  • 23. QooL City Digital Game https://id-gaming-project.eu/toolkit/qool-city-digital-game/
  • 24. Traveller: a game for Cultural Training Game for increasing intercultural sensitivity and awareness Players play several scenes, which may be misinterpreted due to differences in culture AI agents with different cultural behaviour (e.g., individualist vs collectivist, importance of authority) Based on a model of Social Importance Dynamics Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence, vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis. Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents: From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
  • 26. Traveller: Study Cross-cultural study 2x2 Participants: Portugal (collectivistic) vs The Netherlands (individualistic) Culture parameterization: collectivistic agents vs individualistic agents Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence, vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis. Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents: From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
  • 27. Traveller: Some Results Dutch participants complained that the collectivistic agents were too distant Dutch participants offered more often a drink to the individualistic agents. Portuguese offered more to the collectivistic Portuguese participants had a significantly higher opinion of the collectivistic agents than the Dutch Both countries had a similarly opinion of the individualistic agents Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence, vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis. Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents: From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
  • 28. Com@Viver A game to promote bystanders’ empathy in cyberbullying situations Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
  • 29. Com@Viver Simulated Social Network Social agents as colleagues Fictional cyberbullying posts, based on real data Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
  • 30. Com@Viver Players’ goal is to be able to join the field trip Social agents favour the bully or the victim Players respond through likes/dislikes and predefined comments Triggered self-reflection on their choices Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
  • 31. Com@Viver: Results Longitudinal study (5 sessions) with 221, 7th and 8th grade students (in 3 schools) 3 groups: play the game (G), read a paper version (P), did not play (N) Positive difference in terms of cognitive empathy More empathic concerns towards the cyberbullying situations Higher levels of empathic reactions towards victims Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
  • 32. Inclusive play with Robots Inclusive classroom play with robots and neurodivergent children Image from: https://www.robotshop.com/ca/fr/ensemble-costumes-diy- pour-ozobot-evo.html Image from: https://www.generationrobots.com/blog/en/what- are-the-differences-between-ozobot-bit-and-ozobot-evo/
  • 33. Socially Situated Cognition and Social Identity in AI Agents Social meaning of objects E.g., An apple can be food, a gift, a toy, a weapon, … Social categorization and social identity The agents and their social groups in a given context Social affordances What you can do with the agents and objects in the context Socially affordable What is acceptable
  • 34. Social AI agents in Minecraft Context Time, location, agents Social practices Activated by context Social roles Locations have social properties Expected activity Ownership Agents have categories/identities Define relevant social practices
  • 35. Conclusions Games are prominent media Games portray social reality There are concerns of inclusiveness: accessibility and representativeness Games are powerful means for change Can be used to promote awareness, to train and foster change Combined with AI and novel elements (e.g., robots)