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Trivial pursuits? Serious (video) games and the media representation of refugees

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  • Gemma Sou

Abstract

This article critically analyses the representational practices of serious (video) games that focus on refugees. It argues that the technological form of serious games can simulate the historical, political and socio-economic factors that shape why refugees leave their home country and their experiences when travelling to host countries. They are able to mobilise intellectual agendas which challenge the de-contextualised representations of refugees typical in traditional media. As such, they challenge players to critically reflect on the complexities of refugee experiences and politics, thereby presenting a potential to move away from grand emotional discourses of pity and compassion.

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  • Gemma Sou, 2018. "Trivial pursuits? Serious (video) games and the media representation of refugees," Third World Quarterly, Taylor & Francis Journals, vol. 39(3), pages 510-526, March.
  • Handle: RePEc:taf:ctwqxx:v:39:y:2018:i:3:p:510-526
    DOI: 10.1080/01436597.2017.1401923
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    Cited by:

    1. Salvador Gómez-García & Teresa de la Hera, 2023. "Games as Political Actors in Digital Journalism," Media and Communication, Cogitatio Press, vol. 11(2), pages 278-290.
    2. Matthew Kelly, 2021. "Designing Game-Based Writing Projects to Foster Critical Ethical Reasoning in the English Classroom: A Case Study Using Plague Inc: Evolved," Simulation & Gaming, , vol. 52(2), pages 153-168, April.

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