Proseminar Task III: Analysing a Master’s Thesis

The thesis that I am analysing is titled “Exploring games to foster empathy” by Alice Blot (2017), which investigates empathy in games and explores how to create a game that fosters empathy.

Production of the Artifact
The thesis presents two interactive artifacts. The first is a mystery-style escape room for two players, where the goal is not to escape but to uncover and understand the personal stories of the characters. The second is a single-player interactive narrative that combines elements of LARP and escape rooms, allowing the player to take on a character role and progress through a story that unfolds both within and beyond the physical space. These artifacts are well documented in a dedicated chapter through written descriptions and photographs that explain the development and playtesting process. Although the prototypes themselves can only be partially accessed in the appendix, the documentation provides enough clarity for readers to grasp the concepts without needing additional context. The theoretical framework is clearly connected to the practical work, showing a consistent progression from concept to implementation. User scenarios and testing outcomes are presented in a direct and understandable way. While the artifacts effectively reflect the thesis’s main goal of exploring empathy through interactive design, the overall theoretical discussion remains somewhat limited. The concept of empathy, being complex and abstract, is not examined in great depth, which slightly weakens the level of academic criticality expected at the master’s level.

Overall Presentation Quality
The thesis is cohesive in structure and includes visuals that support understanding. However, minor inconsistencies, such as the informal tone in certain parts of the practical chapters, slightly reduce the level of professionalism expected at the master’s level.

Degree of Innovation
The topics explored in the thesis have been examined previously, but the combination of LARP elements with an escape room format to investigate empathy is original and engaging.

Independence
The author demonstrates autonomy in the design process. This is particularly evident in the iterative development of the prototypes, where changes were made based on feedback from playtesting participants.

Organization and Structure
The chapters are logically ordered and easy to follow. However, placing the design process and analysis earlier in the thesis might have created a clearer connection between the theoretical foundation and the artifact development.

Communication
The writing is understandable, but some sections would benefit from a more professional tone. Certain parts of the practical documentation contain redundancy or missing punctuation, which affects overall clarity.

Scope
The thesis maintains a balance between theoretical discussion and practical exploration. While the scope of both components is appropriate for a master’s project, certain theoretical sections would benefit from greater analytical depth, especially given the abstract nature of empathy as a research topic.

Accuracy and Attention to Detail
Attention to formal writing conventions, such as grammar, punctuation, and formatting, could be improved. There are sections with redundant phrasing and missing punctuation. These minor inaccuracies do not hinder understanding but affect the academic precision expected in a final thesis document.

Literature
The literature review includes relevant and somewhat recent sources for the time of publication. Although not comprehensive, it provides a useful foundation. The author also introduces her own set of parameters for empathy-driven game design, which shows initiative and original thinking.

Overall Assessment

Strengths

  • Innovative combination of narrative and spatial interaction to foster empathy.
  • Clear documentation of prototypes and design decisions.
  • Strong independence shown in the iterative design process.

Weaknesses

  • The theoretical depth is limited, especially considering the abstract nature of empathy.
  • Some sections lack academic tone and precision.
  • The accessibility of the artifact is partial and relies heavily on interpretation.

Conclusion
Overall, this thesis offers an interesting and original contribution to the intersection of game design and emotional engagement. While it could benefit from deeper theoretical analysis and more critical discussion of empathy as a concept, the work is valuable for its creative approach and its emphasis on player experience as a medium for emotional understanding. It opens up important questions about how intangible concepts like empathy can be embedded into gameplay, not through winning conditions, but through storytelling, embodiment, and reflection.

Leave a Reply

Your email address will not be published. Required fields are marked *