Designing Narrative Games to Foster Empathy Toward Neurodivergent Persons: A Case Study of The Things Left Behind

Authors

  • Lanxin Xue University of Missouri, Columbia, USA
  • Noah Glaser University of Missouri, Columbia, USA

DOI:

https://doi.org/10.56198/

Keywords:

Narrative-based Game, Neurodiversity, Empathy, Inclusive Game Design

Abstract

Empathy is important in how non-neurodivergent individuals understand neurodiverse experiences, yet many empathy-oriented games rely on simulation or deficit-based narratives that risk reinforcing stereotypes. This doctoral colloquium proposes a qualitative study examining how a 2D narrative-driven game co-designed with neurodivergent creators, may support empathetic understanding of neurodiversity through an attunement-based design approach. Rather than simulating neurodivergent perception, the game invites players into everyday relational experiences that emphasize reflection, pacing and narratives. The proposed study uses pre- and post-game semi-structured interviews and gameplay recordings to explore how non-neurodivergent players interpret the game’s narrative and characters, and whether engagement prompts shifts in understanding or perspective toward neurodivergent experiences. By focusing on qualitative meaning-making rather than predefined empathy outcomes, this work contributes to research on narrative games, empathy education and ethical representation of neurodiversity.

Published

02-07-2026

How to Cite

Designing Narrative Games to Foster Empathy Toward Neurodivergent Persons: A Case Study of The Things Left Behind. (2026). Immersive Learning Research - Academic, 1(1). https://doi.org/10.56198/

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