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A Taste of Life as a Refugee: How Serious Games Frame Refugee Issues
authors Raessens, J.F.F.
source Museums and Diversity, (2010), pp. 94-105
full text The full text of this item is not available due to the copyrights policy of the publisher.
publisher Berghahn Books
URL publisher [Website publisher]
document type Part of book or chapter of book
version Publisher version
disciplines Theater-, film- en televisiewetenschap
abstract Contemporary computer games are increasingly used not only to entertain people, but also to “educate, train, and inform” them. Refugee games belong to these so-called “serious games”: they are serious games that frame refugee issues by letting the player taste life as a refugee. Refugee games not only have the potential to convince players of the veracity of a certain point of view or the necessity of a behavioural change; they also help non-profit organisations such as the United Nations, and commercial enterprises such as Reebok and the music channel MTV, to reinvent activism for the internet generation. In the last few years, serious games have addressed all kinds of political problems. The United Nations, mtvU and Unicef, for example, have launched Against All Odds (2005), Food Force (2005), Darfur is Dying (2005), Cool Chain Game (2004) and What Would You Do? (2006) as educational tools for teaching people about the lives of refugees, famine, the genocide in Darfur, vaccination and HIV/AIDS.
ISBN 978-1-84545-610-8