Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Using Games to Talk About Gaza, and An Introduction to Sonic Studies

This article is over 10 years old and may contain outdated information
Sonic the Hedgehog

Hello, Escapist readers! As part of our partnership with curation website Critical Distance, we’ll be bringing you a weekly digest of the coolest games criticism, analysis and commentary from around the web. Let’s hit it!

This week, at First Person Scholar, Steve Wilcox argues that rather than moving us toward a ludic future in which we become more aware of systems and patterns,

Games are inherently about developing empathy towards one another. This begins by thinking of games in the same way that others have thought about art in general: as a means of training the imagination to create new contexts in which to discover new knowledge.

Acting as wonderful support for Wilcox’s argument, at Kotaku Asi Burbak discusses how developing Peacemaker forever changed how he thought about the current Israel-Palestine conflict, saying:

There is nothing more challenging than expressing empathy for the other side, especially when your side is under attack… In PeaceMaker, walking in another man’s shoes is not only a concept; it’s the heart of the simulation.

Conversely, The Guardian’s Elena Cresci questions whether it is possible to base a game in a volatile real-world setting, such as Gaza, without belittling those involved in the conflict. Cresci concludes, using Peacemaker as an example, that when dealing with complicated subject matter it is essential for the designers to make their intentions clear.

Also on The Guardian, Daniel Nye Griffiths catalogs several games and how they are being used to change real lives, including newsgames such as those discussed by Cresci and Burbak.

Discussing how games touch our emotions, on Kill Screen Carli Velocci writes about how choices are presented in The Walking Dead and the ways in which such choices can lead to character deaths, initially agitate her social phobia leading to panic attacks, but also eventually help her to combat anxiety by allowing her to become more confident in her choices, including what to say in conversation, over time.

Let’s end on a lighter note, shall we? Shifting gears from current events to the legacy of a certain blue hedgehog, on Kotaku the one and only Zolani Stewart traces the history of Sonic the Hedgehog and his status as a fluid media object moving between mascot and fully realized character.

Want more? Be sure to swing over to Critical Distance to have your fill!

image

Recommended Videos

The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission.Ā Learn more about our Affiliate Policy