Designing for the Invisible: Raising Awareness for the Experience of the Homeless in an LLM-based Serious Game

Nianhang Du (Co-first Author), Linzhi Wang (Co-first Author), Yiran Li (Co-first Author), Ray LC*

*Corresponding author for this work

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

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Abstract

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. © 2025 Copyright held by the owner/author(s).
Original languageEnglish
Title of host publicationGoodIT '25
Subtitle of host publicationProceedings of the 2025 International Conference on Information Technology for Social Good
PublisherAssociation for Computing Machinery
Pages437-445
Number of pages9
ISBN (Print)9798400720895
DOIs
Publication statusPublished - 2025
Event5th International Conference on Information Technology for Social Good (GoodIT 2025) - Antwerp, Belgium
Duration: 3 Sept 20255 Sept 2025

Conference

Conference5th International Conference on Information Technology for Social Good (GoodIT 2025)
PlaceBelgium
CityAntwerp
Period3/09/255/09/25

Research Keywords

  • Games/Play
  • Humanities
  • Interview
  • Prototyping/Implementation

Publisher's Copyright Statement

  • This full text is made available under CC-BY-SA 4.0. https://creativecommons.org/licenses/by-sa/4.0/

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