This paper examines how the video game Life Is Strange balances the aims of an entertainment game with themes that are more typically found in serious games. Drawing from scholars like Belman, Flanagan and Bogost, the paper explores the capability for entertainment games to foster empathy within players. Finally, the paper attempts to reinforce frameworks for analyzing entertainment games.
College and Department
Fine Arts and Communications; Theatre and Media Arts
BYU ScholarsArchive Citation
Vance, Brittany Nicole, ""This Action Will Have Consequences": How the Video Game Life Is Strange Balances Entertainment with Empathy" (2019). Theses and Dissertations. 8707.
video games, empathy, entertainment, serious games