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Adam Jerrett

Biographic Data

ID941035
NAMEAdam Jerrett
GIVEN NAMESAdam
FAMILY NAMEJerrett
SIGNATUREJERRETT A
AFFILIATIONSUniversity of Portsmouth
ORCID0000-0003-2409-5756
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS0
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Personal playlists and collective experiences

    Open Access•Adam Jerrett•ARTICLE•Convergence The International…•2025

    This research investigates the impact of self-selected music, communal music sharing, and personal audio and video recordings within the pervasive game What We Take With Us (WWTWU) on player wellbeing, emotions, and narrative engagement. WWTWU is a wellbeing-focused pervasive game deployed across a Discord-based ARG, a physical room-based game, and game workshops. Players created personal playlists to use during play, vocalised self-reflections i…

  • Developing an Empathy Spectrum for Games

    Open Access•Adam Jerrett, Philip Howell et al.•ARTICLE•Games and Culture•2020

    Games often encourage players to feel empathy for characters or scenarios by design. However, the term ‘empathy’ is often misunderstood and used in a variety of contexts as a substitute for feelings of sympathy, pity and compassion. This article defines a distinction between these similar terms and uses their definitions to describe how players emotionally engage with a game. This helps define an empathy spectrum, ranging from pity to compassion,…

No prominent works on this page.

  • Developing an Empathy Spectrum for Games

    Open Access•Adam Jerrett, Philip Howell et al.•ARTICLE•Games and Culture•2020

    Games often encourage players to feel empathy for characters or scenarios by design. However, the term ‘empathy’ is often misunderstood and used in a variety of contexts as a substitute for feelings of sympathy, pity and compassion. This article defines a distinction between these similar terms and uses their definitions to describe how players emotionally engage with a game. This helps define an empathy spectrum, ranging from pity to compassion,…

  • Personal playlists and collective experiences

    Open Access•Adam Jerrett•ARTICLE•Convergence The International…•2025

    This research investigates the impact of self-selected music, communal music sharing, and personal audio and video recordings within the pervasive game What We Take With Us (WWTWU) on player wellbeing, emotions, and narrative engagement. WWTWU is a wellbeing-focused pervasive game deployed across a Discord-based ARG, a physical room-based game, and game workshops. Players created personal playlists to use during play, vocalised self-reflections i…

Computer Science (2 works) · Media Influence and Health (2 works) · Political science (2 works) · Psychology (2 works) · Advertising (1 work) · Artificial Intelligence (1 work) · Business (1 work) · Cognitive psychology (1 work) · Compassion (1 work) · Digital Games and Media (1 work)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae