Empathy Meets Gaming: Kennesaw State’s Groundbreaking New Release

Kennesaw State University has officially launched its first video game, Corporation, Inc., through the KSU Game Studio. Released on Friday, the game was developed by Assistant Professor Victoria Lagrange, who aimed to promote empathy for marginalized communities by centering the story around a protagonist who recently emigrated from Colombia. Players are challenged to complete work-related tasks while facing various forms of discrimination.

Lagrange explained that the game is designed to give players a firsthand experience of the struggles encountered by a newly arrived immigrant. “We hope that when people play the game, their perspective will shift, leading them to consider the experiences of real people in similar situations,” she stated.

In Corporation, Inc., players follow Maria, who begins her new role as a hiring manager. As they navigate daily responsibilities—like reviewing resumes and engaging with coworkers—players influence Maria’s journey through their choices in different scenarios. The narrative aims to explore how gaming can impact human behavior and foster community awareness.

Lagrange expressed her interest in how gameplay can evoke empathy and potentially change real-world actions. Inspired by her experience playing narrative-driven games, she aims to determine if such empathy can be long-lasting and if games can contribute to positive change in society.

The Game Narrative Lab at Kennesaw State significantly contributed to the game’s production, with students participating in backend development, visual design, and narrative construction. Cole Andrews, a senior majoring in interactive design, played a pivotal role in scriptwriting and character development, citing his love for immersive storytelling from books as his inspiration.

Recently, Corporation, Inc. earned recognition by winning the annual Life. Love Game Design Challenge, which emphasizes the role of intentional game design in fostering nonviolent engagement and critical thinking among youth. This contest is organized by Jennifer Ann’s Group, a nonprofit focused on preventing teen dating violence.

Lagrange’s keen interest in storytelling, particularly how audiences relate to violent characters, led her to explore the potential of video games in harnessing player choices to influence emotional connections.

The Game Narrative Lab plans to showcase Corporation, Inc. at DreamHack Atlanta in October and is currently working on a new project titled AlleyCat, which also focuses on empathy-building themes.

Popular Categories


Search the website