Much of my recent reading has talked about the importance of
experiences when it comes to understanding or reacting to a particular
demographic, social issue, or political action. In "Experiential
Knowledge: How Literacy Practices Seek to Mediate Personal and Systemic
Change," Gwen Gorzelsky looks at how a guided Zen Buddhist meditation
(particularly the work of Thich Nhat Hanh) can help individuals gain
experiential knowledge that can increase their empathy. She defines
experiential knowledge as "the combination of procedural memory and the
subjective, emotionally grounded nature of perceptions and cognition"
(401). This type of knowledge is overlooked in early critical pedagogy practice
causing "the disjuncture between students' experiences and the conceptual
and procedural knowledge of social critique" (404). Instead of approaching
social critique through dialogue, Gorzelsky suggests undertaking a guided
meditation where suffering is visualized. This visualization creates an
emotional response which affects the individual's perception of the situation.
Neurological changes in brain structure and activity due to meditation have
been recorded.
Gorlzelsky's call for more experiential approaches to
literacy reminds me of the recent boom of "empathy games." Dartmouth
and NYU have designed a whole current around the concept called Values at Play.
Instead of reading about people, such as Darfur refugees, you can inhabit their
lives through game play. Essentially, empathy can be taught through video games
and empathy leads to many prosocial behaviors, such as volunteerism, and
reduces negative behaviors such as prejudice. It would appear video games work
much like mediation, creating experiential knowledge that affects people's
perceptions and makes them more apt to take social action.
One of the most recent of these games is the Half the SkyMovement, which can be played through Facebook. It explores issues facing women
globally, such as poverty and domestic violence. To play you inhabit the role
of one of these oppressed women and go through her daily life (i.e. walk in her
shoes). The characters face the tough issues of their community and work to creat
change. Since its debut six months ago, over a million people have played the
game (myself included). The game has so far raised over $400,000 dollars in
donations.
Gorzelsky, Gwen. Experiential Knowledge: How Literacy
Practices Seek to Mediate Personal and Systemic Change." College English 75.4. March 2013. Print.
Belman, Jonathan and Mary
Flanagan. "Designing
Games to Foster Empathy." COGNITIVE
TECHNOLOGY 14.2.
Print.
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