The experiences of the homeless are often distorted in public discourse, leading to stereotypes that overshadow underlying motives. To give voice to the perspectives of the homeless, we designed an interactive serious game based on in-depth interviews with eight homeless individuals. Qualitative coding of the transcripts revealed key themes that guided the design of three NPCs, whose dialogues were represented using LLMs. User testing revealed that players actively initiated conversations with LLM-based NPCs, used empathetic language during dialogues, and demonstrated empathy during the dialogues. However, LLMs struggle to capture the complexity of homeless people fully, sometimes misrepresenting sensitive experiences, reducing authenticity of the experience. These findings suggest first-person interview strategies for careful consideration of limitations of LLMs in attempting to represent marginalized groups. We deliberate on the scope of serious games for raising awareness of social issues while stating their biases and limitations in representing marginalized groups.
Designing for the Invisible: Raising Awareness for the Experience of the Homeless in an LLM-based Serious Game
Nianhang Du,Linzhi Wang,Yiran Li,Ray Lc
Published 2025 in Conference on Information Technology for Social Good
ABSTRACT
PUBLICATION RECORD
- Publication year
2025
- Venue
Conference on Information Technology for Social Good
- Publication date
2025-09-03
- Fields of study
Sociology, Computer Science
- Identifiers
- External record
- Source metadata
Semantic Scholar
CITATION MAP
EXTRACTION MAP
CLAIMS
- No claims are published for this paper.
CONCEPTS
- No concepts are published for this paper.
REFERENCES
Showing 1-52 of 52 references · Page 1 of 1
CITED BY
Showing 1-1 of 1 citing papers · Page 1 of 1