Online game emphasizes empathy through future technology

The+Institute+For+The+Future+and+Facing+Historys+online+game%2C+Face+The+Future%2C+offers+a+novel+platform+for+engaging+users+in+empathy.

Graphic Carey Davis

The Institute For The Future and Facing History’s online game, Face The Future, offers a novel platform for engaging users in empathy.

Monique Radloff, Staff Writer

The Face The Future online game engaged students at Algonquin and all around the world in a futuristic experience, leading them into an imagined world where technology that emphasizes empathy exists.

Two nonprofit organizations, Institute For The Future (IFTF) and Facing History, worked together to create a website focused on a possible future that has an empathetic device that would enable people to feel each other’s emotions.

IFTF Research Manager Sara Skvirsky helped design the game.

“Facing History, their [slogan] is ‘People make choices, choices make history,’” Skvirsky said. “What [IFTF does] is focus on what the world could look like in ten years.”

According to computer and business teacher Christine Ferreira, in today’s technological age, people should try new inventions and adapt their skills to them.

“[The game works] to increase empathy, to get people thinking about the future and where the future is headed,” economics and computer teacher Catherine Griffin said.

Nobody can predict the future… but what you can do is be really smart of how you look at the world around you/

— IFTF Research Manager Sara Skvirsky

Participants first watched a video about four made-up futuristic stories involving the device.

According to Skvirsky, the fictional device consists of headwear and a wristband, and is based on everything that can be seen in today’s society.

After understanding the concept through the video, the player can post a positive or a negative thought on how it might turn out if this device truly existed. Students, along with other players, could respond to each others’ ideas about the device.

“[The empathy device] would get rid of bullying in a school setting, but there are always criminals who will use technology and manipulate it,” sophomore Joyce Fang said.

According to freshman Daniel Goldstein, the website crashed because so many people were playing the game, making it difficult for him to share ideas.

The game’s intention was to engage young people into thinking about the future of their families, communities, relationships, and themselves.

“Nobody can predict the future… but what you can do is be really smart of how you look at the world around you,” Skvirsky said.

Face The Future achieved their goal of involving student voices when teachers played the game in their classes.

Students came out with different ideas, and sometimes they debated amongst themselves.

“While you might see [this future] one way [other users] could see it another way and that’s when you can get into an argument,” freshman Rudy Utzschneider said.

According to Griffin, if the device is used properly, it could put someone in another’s shoes and ultimately increase their empathy towards the person.

“Empathy is truly at the core of everything, of our beings, of our communities that without being able to emphasize… we can’t function as a society,” Skvirsky said.

According to Skvirsky, she was stunned to see 9,000 people playing the game, beating their record of 2,500.

“It was truly astounding and heart-warming and gratifying and exciting and super fast-paced,” Skvirsky said.