Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games | Communication, Culture and Critique | Oxford Academic
Bonnie Ruberg, Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games, Communication, Culture and Critique, Volume 13, Issue 1, March 2020, Pages 54–71, https://doi-org.proxy.lib.uwaterloo.ca/10.1093/ccc/tcz044 Bonnie Ruberg, Empathy and Its Alternatives: Deconstructing the Rhetoric of “Empathy” in Video Games, Communication, Culture and Critique, Volume 13, Issue 1, March 2020, Pages 54–71, https://doi-org.proxy.lib.uwaterloo.ca/10.1093/ccc/tcz044 This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like Robert Yang have spoken out against this rhetoric. Building from
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