Adam Jerrett
Biographic Data
| ID | 941035 |
|---|---|
| NAME | Adam Jerrett |
| GIVEN NAMES | Adam |
| FAMILY NAME | Jerrett |
| SIGNATURE | JERRETT A |
| AFFILIATIONS | University of Portsmouth |
| ORCID | 0000-0003-2409-5756 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Personal playlists and collective experiences
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
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
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
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)