View metadata, citation and similar papers at core.ac.uk
brought to you by
CORE
provided by Universidade Lusófona: Revistas científico-culturais
How to Analyze the
Potential of Digital
Games for Human Rights
Education
Sonja Gabriel
Abstract:
Serious games that address topics related to human rights education
have become increasingly available since the launch of Escape from
Woomera in 2003, a game that raises awareness of the plight of refugees. A majority of serious games in the field of human rights focus
on topics related to refugees and poverty in order to raise awareness
and evoke empathy for the groups depicted. The paper introduces the
Serious Games Design Assessment (SGDA) Framework as a tool to find
out if a certain game might be used to achieve the objective the designer intended when designing the game. Using the game Bury Me, My
Love, which shows the journey of a Syrian woman wanting to escape to
Europe, the approach is explained in detail. The conclusion of the game-analysis shows that Bury Me, My Love can be regarded as a successful
example of a serious game that introduces and engages the player in
what it means to leave your home country as all game-design elements
support the purpose.
Keywords:
human rights; games for change; serious games; game-design; teaching.
Revista Lusófona de Educação, 41, 29-43
doi: 10.24140/issn.1645-7250.rle41.02
29
Revista Lusófona de Educação, 41, 2018
Como analisar o potencial dos jogos digitais para a educação em direitos
humanos
Resumo: Os jogos sérios que abordam tópicos relacionados com a educação em direitos humanos têm-se tornado cada vez mais disponíveis desde o lançamento do Escape from Woomera em 2003, um jogo que conscientiza
a situação dos refugiados. A maioria dos jogos sérios no campo dos direitos humanos concentra-se em tópicos
relacionados com refugiados e pobreza, a fim de aumentar a conscientização e evocar empatia pelos grupos representados. O estudo apresenta a Estrutura do Serious Games Design Assessment (SGDA) como uma ferramenta
para avaliar se um determinado jogo pode ser usado para atingir o objetivo que o designer pretendia ao criar o
jogo. Usando o jogo Bury Me, My Love, que mostra a jornada de uma mulher síria que deseja fugir para a Europa,
a abordagem é explicada em detalhes. A conclusão da análise do jogo mostra que Bury Me, My Love pode ser
considerado como um exemplo bem sucedido de um jogo sério que introduz e envolve o jogador no que significa
deixar o seu país de origem, pois todos os elementos de design do jogo apoiam o objetivo.
Palavras-chave: direitos humanos; jogos para mudança; jogos sérios; design de jogo; ensino.
Comment analyser le potentiel des jeux numériques pour l’éducation aux
droits de l’homme
Résumé: Les jeux sérieux qui traitent de sujets liés à l’éducation aux droits de l’homme sont devenus de plus en
plus disponibles depuis le lancement de Escape from Woomera en 2003, un jeu qui sensibilise à la détresse des
réfugiés. Une majorité de jeux sérieux dans le domaine des droits de l’homme se concentrent sur des sujets liés aux
réfugiés et à la pauvreté afin de sensibiliser et d’évoquer l’empathie pour les groupes représentés. L’article présente
le cadre SGDA (Serious Games Design Assessment) comme un outil permettant de déterminer si un jeu donné peut
être utilisé pour atteindre l’objectif que le concepteur avait prévu lors de la conception du jeu. En utilisant le jeu Bury
Me, My Love, qui montre le voyage d’une Syrienne qui veut fuir en Europe, l’approche est expliquée en détail. La
conclusion de l’analyse du jeu montre que Bury Me, My Love peut être considéré comme un exemple réussi de jeu
sérieux qui introduit et engage le joueur dans ce que signifie quitter son pays d’origine puisque tous les éléments de
game design supportent le but.
Mots clés: droits de l’homme; des jeux pour le changement; jeux sérieux; le design du jeu; enseignement.
Cómo analizar el potencial de los juegos digitales para la educación en
derechos humanos
Resumen: Los juegos serios que abordan temas relacionados con la educación en derechos humanos se han
vuelto cada vez más disponibles desde el lanzamiento de Escape from Woomera en 2003, un juego que aumenta la
conciencia sobre la difícil situación de los refugiados. La mayoría de los juegos serios en el campo de los derechos
humanos se centran en temas relacionados con los refugiados y la pobreza con el fin de crear conciencia y evocar
empatía por los grupos representados. El documento presenta el Marco de evaluación de diseño de juegos serios
(SGDA, por sus siglas en inglés) como una herramienta para descubrir si un cierto juego se puede usar para lograr
el objetivo que el diseñador pretendía al diseñar el juego. Usando el juego Bury Me, My Love, que muestra el viaje
de una mujer siria que quiere escapar a Europa, el enfoque se explica en detalle. La conclusión del análisis del juego
muestra que Bury Me, My Love puede considerarse como un ejemplo exitoso de un juego serio que introduce e
involucra al jugador en lo que significa abandonar su país de origen, ya que todos los elementos de diseño del juego
respaldan el objetivo.
Palabras clave: derechos humanos; juegos para el cambio; juegos serios; Diseño de juego; enseñando.
30
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
Introduction
The right to education is one of the central human rights and it also includes the
right to learn about human rights. As stated by the ‘OHCHR | Human Rights Education
and Training’ (n.d.), this is especially important as “values, beliefs and attitudes that
encourage all individuals to uphold their own rights and that of others” are conveyed
by human rights education and thus can help to create a just society as well as prevent
human rights violations. The World Programme for Human Rights Education which
started in 2005 is currently in its third phase which builds on its first two phases that
support the development of knowledge and skills, as well as attitudes and behaviors
that support international human rights (United Nations, 2014). The number of serious
games dealing with human rights topic has been on the rise for the last years. However,
there has not been much research in how far these games might change people’s attitudes and if that’s possible which game-design elements help the games to succeed.
Games for Change is a non-profit organization which promotes games with positive
social purposes beyond play (Klopfer, Osterweil, & Salen, 2009). The mission of the
organization corresponds with the aims of human rights education, which are often
divided into learning about, by and for human rights. Learning about human rights
includes knowing about facts and resources like basic documents and organizations,
as well as understanding the difference between rights, duties and knowing about
(further) development of human rights. Learning by human rights refers to attitudes,
values and making judgements like reflecting, recognizing manipulation, developing
empathy or criticizing human rights violations. Finally, learning for human rights refers
to decision-making and responsibility, empowerment and acting within the context of
human rights for social justice.
A Brief History of Digital Human Right Games
Escape from Woomera (2003) is one of the early attempts to focus on human rights
in a digital game. The game puts players in the role of an Iranian asylum seeker whose
request for asylum has been denied and who therefore decides to plan his escape from
Woomera. The game design restricts choices for the players so that they take on the
role of the game character – being restricted and frustrated because of the limited choices and possibilities for where to go and what to do. Poremba (2013: 359) points out:
“Woomera succeeds less by immersing players in a physical space or revealing truths
about the logic of Woomera and detainee strategy, and more in crafting insight into the
enacted subjectivity of Woomera refugees, read through the player’s embodied gameplay
experience.” Although using game-mechanics of a typical adventure game Escape from
Woomera was criticised as being too didactic as it imposes the designer’s opinion of
Revista Lusófona de Educação
31
Revista Lusófona de Educação, 41, 2018
what to think about life as a refugee in Australia (Golding, 2013). There are hundreds of
digital serious games which focus on topics like poverty, discriminations, refugees, gender issues, or child labor. The majority of these games have been supported or funded by
non-governmental organizations (NGOs) and can be categorized according to their aims:
(1) to raise awareness about specific problems or human right violations, (2) to criticize
certain situations and (3) to motivate action related to these topics on the part of players.
Like commercial games, these digital games use a variety of game-design strategies to
deal with human rights. Some of the games are not oriented towards any particularly fun
experiences. This might cause players to quit the game without ever turning to it again.
Green (2014: 39) writes that “these types of games have earned the pejorative nickname
‘chocolate covered broccoli’ in that they are little more than basic and boring drills dressed up in a thin video game shell.” Fun, therefore, has to be regarded as a key-element
of even serious games. However, one has to bear in mind that fun can be seen in different
ways (Lazzaro, 2015). Serious fun, for example, refers to purposeful play in which players
would like to make a difference in their real world. Making a serious game fun to play
can be difficult for designers as “increasing system realism allows you to communicate a
deeper message but typically makes for a less accessible, less fun play experience and
thus less people will want to play the game” (Swain, 2007, p. 808). Apart from fun, other
important factors in games include being very emotional or games using the concept of
satire. Video-games can also be regarded as useful tools for fundraising and creating
awareness (Stokes, Seggerman, & Rejeski, 2011).
Most games found with topics related to human rights aim to highlight human rights
violations by putting the player in the shoes of a character whose rights are violated or
by having the player take on the role of a helper. Topics of these serious games range
from situations of refugees from different countries, politics over poverty and child labour and exploitation to equal opportunities. Although the games often deal with similar
topics as they try to teach players various aspects of human rights, there are notable
differences in the game design elements, i.e. narration, game mechanics used (especially rewards used within the games), aesthetics or facts and information presented.
Ayiti – The Cost of Life (Global Kids & Game Lab, 2006) was designed with the help
of high school students to teach primary school children in industrialized countries the
relationship between poverty and education. The simulation presents the player with
the Guinnard family (parents and two children) who live in rural Haiti. The game principles are quite easy – the player has to decide who is going to work, who is allowed to
attend school, and who should stay at home (and work at the family farm). Players can
check on family members’ conditions including wellbeing, happiness, and education.
Winning the game means that the family has to survive for 4 years (16 seasons). The
game challenges typical Western beliefs as sending all children to school ends the family in poverty, sickness, and death (Ferri & Fusaroli, 2009, p. 36). This way the game
32
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
mechanics show the complex interaction between the need for education in order to
get a better pay and a less dangerous job, but at the same time show that education in
these countries is quite expensive. This means working hard (and risking one’s health)
is sometimes necessary. This vicious circle cannot be broken by simply telling people
in less developed countries to send their children to school. What is quite remarkable
about the game is that it comes with a lesson plan giving implementation suggestions
for school use as well as background information about Haiti and the human right to
education. The game is still used by many teachers around the world to teach about
poverty in less developed countries.
Another game dealing with less developed countries is Darfur is Dying (Take Action
Games, 2006) – a browser-based game about the crisis in Darfur. The game won the
Darfur Digital Activist Contest sponsored by mtvU. It consists of two modes. In the first
part, players choose a family member and are sent to forage for water. If the character
is captured by a patrol of the Janjaweed militia, the player receives information of what
would probably have happened to their character and is asked to select another family
member. In the second mode, a refugee camp needs to be managed – the character
has to use the water collected before for growing crops and has to build huts. When water runs out, the player returns to the first mode. In less than half a year after having been
published, the game had been played by more than 800,000 people (Parkin, 2006).
After the successful creation of games which aimed at making people aware of
social problems, game designers (and the organizations financing them) also came
up with the idea of using games as a means of fund-raising. Free Rice (United Nations
World Food Programme [UNWFP], 2007) is a website that provides game-like challenges by providing multiple-choice quizzes for different subject areas (e.g., English,
mathematics, foreign languages, geography). For every question the user answers correctly, 10 grains of rice are donated via the World Food Programme. In 2007 more than
12 billion rice grains were donated (‘Totals | Freerice.com’, 2015). As the website is
constantly being updated, it still attracts many users. In the first 10 days of July 2015,
nearly 60 million grains were collected by visitors who answered the questions. Players
can sign up and keep track of their collected amounts of rice, as well as create and join
groups. Meanwhile, there are more games working according to the “feel good” motto
while playing and donating to charities (Basu, 2010). There are games that even go one
step further. Half the Sky Movement: The Game (Frima Studio, 2013) was co-produced
by Zynga and the Games for Change movement as part of a transmedia project. The
game is about the empowerment of women around the world and addresses various
problems women have to face in society. The player starts out in India playing Radhika,
who must decide if she should confront her husband about the necessity of getting medicine for their sick daughter. Decisions taken by the player that empower women are
rewarded by the game. This game – as usual for games in social networks – encourages
Revista Lusófona de Educação
33
Revista Lusófona de Educação, 41, 2018
players to invite friends to play as well, because sometimes support from other players
is needed to complete a quest. To be able to play mini-games or travel within the game
you need energy – which you can wait to be filled up after some time or you can buy
energy using real money. Most of the money earned by in-app purchases is donated
to charities. Additionally, there are some more incentives for players to come back
and play the game. For example, when reaching a certain amount of points, books or
medicine are donated, giving players the good feeling of being able to help by playing
the game regularly. The launch of the game generated a huge media discussion, as the
plot follows a book and a film dealing with the same topic (Holpuch, 2013; Wolonick,
2013). The game can be regarded as successful as measured by the number of players
and donations. By June 2015 the game had 1.3 million players, reported 250,000 book
donations, and generated a total of more than US $500,000 in overall donations (‘Half
The Sky Movement Game’, 2015).
Apart from using social networks, recent games also make use of the latest hardware developments. Outcasted (Köln International School of Design, 2014) is a stand-alone first-person-simulation making use of Google’s Oculus Rift to enable a completely
new game experience. Players take the role of a homeless person living on the streets
of a western city. The player’s task is to draw passing pedestrians’ attention to the
playable character in order to receive money. The only action players can carry out
is moving their heads to try and elicit eye-contact. Some of the passersby will start
talking. Some will even give the character money. Still, more of them will ignore, insult,
or even get aggressive towards the character. The developers of Outcasted intend to
make people feel what it is like to depend on another people’s goodwill.
As values can be integrated into digital games in various ways (cf. Flanagan & Nissenbaum, 2014), these games differ in great extent from each other regarding game
design and narratives, as well as how the topics and contents are realized (cf. Gabriel,
2016). The following sections will introduce the research carried out regarding games
dealing with human right topics and show how the SGDA Framework can be used to
find out if the game might support teaching about human rights.
Methodology
To find out about the potential of serious games, it is necessary to have a closer
look at the underlying game design. For this research the Serious Game Design Assessment Framework (SGDA Framework) by Mitgutsch & Alvarado (2012) was used. This
approach analyzes “a game’s formal conceptual design, its elements, and their relation
to each other based on the game’s purpose” (ibid p. 121) and therefore helps to assess
its possible impact. The SGDA Framework consists of six core components and puts
purpose in the center of them all as this should be reflected in all other elements. The
34
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
other five components are content, fiction and narrative, mechanics, aesthetics and
graphics and finally, framing. The SGDA Framework was chosen as it puts emphasis
on purpose when evaluating serious games which matches the objectives of human
rights education. As Mitgutsch & Alvarado (2012: 123) state, purpose is not only reflected in the objectives and topic of the game but also in the designer’s intentions as
the latter wants to achieve an impact beyond game-play. The game-design influences
if there might be a possible transfer of empathy or change of behavior from the game
into reality.
Before some of the games were analyzed according to the SGDA Framework, a
quantitative online content analysis was carried out to identify those serious games that
deal with topics of human rights (violations). Using the search-engine Google different
keywords (“serious game”, “human rights”, “digital game”, “immigration”, “refugee”,
“poverty”, “human rights violation” “migration” “child labour”, “war”, “homeless”, “conflict” and “disaster”) were used in different combinations and in the languages of German and English to find as many games as possible. Each search result was analyzed
if it is a serious game that addresses one of the human rights. Only those games were
included in the list whose purpose could explicitly identified as wanting to convey a
message focused on human rights (e.g. discrimination against certain groups, freedom
of thought, right to education or rights for asylum seekers). Serious games that deal
with human rights as a second theme were not included in the list.
Results of Quantitative Online Content Analysis
The research resulted in a list of serious games on various human rights topics. As
can be seen in Table 1, an emphasis on certain topics can be found. The most prominent topic is poverty with a focus on poverty in developing countries that introduces
players to what it means if there is not enough food, housing and other available resources due to (civil) war or natural disasters. Another subgroup of the poverty theme deals
with factors that might lead to poverty in the so-called rich countries. For example,
these games might introduce players to people who do not earn enough money to pay
the costs of daily life. Finally, a third sub-group of the poverty theme in games features
homeless people in European or US-American countries by illustrating the challenges
and obstacles these people have to overcome in their daily struggle to survive.
Many games also deal with topics around refugees, asylum seekers and migration –
especially those which were published since 2013 due to the topic being present in media and also affecting many people’s lives. These games partly deal with legal migration
to another country and the game characters facing various challenges to get settled
in their new surroundings. A second group of games in this category features people
having been forced to leave their home countries and their risky journey into safety.
Revista Lusófona de Educação
35
Revista Lusófona de Educação, 41, 2018
Generally, most of the games listed aim at creating empathy for the depicted groups
by putting players in the shoes of asylum seekers, refugees, poor or homeless people.
However, some of them use a more humorous way to make people aware of the topic
(as for example Smuggle Truck or Penner Game).
Table 1. Overview of serious games dealing with human rights
TITLE OF THE GAME
36
TOPIC
3rd World Farmer
Poverty (developing country)
A Breathtaking Journey
Refugees
A Closed World
LGBT
Against All Odds
Refugees
Antiwargame
Terrorism
Ayiti – The Cost of Life
Poverty (developing country)
Bad Paper – The Debtor Game
Poverty (Western world)
Bury Me, My Love
Refugees
Cartlife
Poverty (Western world)
Coming Out Simulator
LGBT
Cool School: Were Peace Rules!
Conflicts
Darfur is Dying
Refugees
Das kostet die Welt
Landgrabbing
Durch die Wild Web Woods
Basics of human rights
Eliminate Child Labour
Child labour
Endgame Syria
Conflicts
Escape from Woomera
Refugees
Execution
Death penalty
Finding Home
Refugees
Food Force
Hunger
FreeRice
Poverty
Frontiers
Refugees
Garbage Dreams
Poverty (developing countries)
GetH20
Water shortage
Global Conflicts Palestine
Conflicts
Go Goat Go
Poverty (developing countries)
Half the Sky
Gender discrimination
Hobson’s Choice
Poverty, homeless people
Home Behind
Refugees, civil war,
Homeland Guantanamos
Refugees
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
TITLE OF THE GAME
TOPIC
Hush
Conflicts
ICED – I Can End Deportation
Refugees
Inside the Haiti Earthquake
Natural disasters
Layoff
Discrimination
Lim
Violence
Live58
Developing countries
Mainichi
Transgender
Maria Sister’s: Clean Room
Immigration
Marketplace Poverty Simulator
Poverty (Western world)
Mars Generation One: Argubot Academy
Ethical decision taking
Mission
Poverty, homeless people
Mission 4: City of Immigrants
Immigration
No Game!
Poverty
On the Ground Reporter: Darfur
Conflicts
One Hen
Developing countries
Outcasted
Poverty, homeless people
Papers, Please
Totalitarian regime
Parable of the Polygons
(Ethical) decision taking
Parable oft he Polygons
Ethical decision taking
Peacemaker
Conflicts
Penner Game
Poverty, homeless people
Penner Game 2 ‰
Poverty, homeless people
People Power – The Game of Civil Resistance
Civil rights
Phone Story
Exploitation
PING – Poverty is not a Game
Poverty (Western world)
Quandary
Ethical decision taking
Refugee
Refugees
September 12th: A Toy World
Terrorism
Sim Sweatshop
Exploitation, Child Labour
Smuggle Truck
Refugees
Spent
Poverty (Western world)
Survival
Refugees
Sweatshop
Exploitation, child labour
Syrian Journey
Conflicts
The Invisible Hand
Fair trade
Revista Lusófona de Educação
37
Revista Lusófona de Educação, 41, 2018
TITLE OF THE GAME
TOPIC
The Migrant Trail
Refugees
The Unfair Factory
Exploitation
This War of Mine
War
Ulitsa Dimitrova
Poverty, homeless people
Unstoppables
Discrimination
Wildfire
Poverty, gender discrimination, education
Source: Authors.
Games were chosen for analysis with the Serious Games Design Assessment Framework based on either their publication in 2016 or 2017, or according to their popularity, as determined by the frequency of references in newspaper articles or research
papers. The following analysis of Bury Me, My Love, published in 2017 and mentioned
in many articles, is an example of a game that represents both criteria.
Analysis of Bury Me, My Love
Bury Me, My Love (Playdius 2017) is a smartphone app for iOS and Android that tells
the story of a young woman called Nour who flees Syria and attempts to reach Europe in
safety. The app is an interactive story told via a communication tool similar to WhatsApp.
The player takes on the role of Majd who stays behind and can only occasionally text
with his wife, send/receive photographs or emojis while she is on her dangerous journey.
So, the player can provide Nour only with advice and support being able to influence her
decisions and moves to a certain extent. Florent Maurin (2017:1), the designer of Bury
Me, My Love, calls the game “a reality-inspired game, a fiction directly derived from real
events […]”. It is based on an article Maurin read in 2016 and on the actual experiences
by a refugee from Syria who went on basically the same journey Nour has to undertake
within the game. The title refers to an Arabic farewell meaning “Take care”.
Purpose
The topic of the game is to show players the reasons why people leave Syria and
which hardships they have to endure when these people try to flee to a safe country.
The designers of the game state their purpose as following:
“Our two main characters, Nour and Majd, are fictional. They do not exist,
or rather, they exist collectively. They are a multitude of men, women and
children: Dana, her mother, her brother-in-law… as well as thousands of
others who flee their country – or watch their relatives flee – all in hopes
38
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
of finding a better life in Europe. This story is about those who achieve
that goal. It is about those who don’t. It is about those who die trying. It
is about the world around us. Something which we hope will lead you to
keep pondering on after it is over.” (‘Bury me, my Love – A Story of Love,
Hope and Migration’, n.d.)
The game provides 19 different endings, thus ensuring that the decisions taken by
the players really matter as the game takes different turns depending on the options
chosen. Only one ending results in escape whereas the other 18 either end in death or
imprisonment of Nour.
Content and Information
As the game relies on accounts by someone having fled from Syria, the information
presented within the game is realistic and evidence-based. Bury Me, My Love is mostly
based on text, which means there are many data and facts used. The information is
presented along the way, integrated in the story and relies on facts as well as personal
experience by people interviewed for the game. However, to make the conversation
between Nour and Majd more natural and realistic, prejudices and judgmental expressions are used as well. Apart from the text, the game provides a map from which the
player can see the places Nour has already traveled to as well as some information
about the historical or geographical importance of the place and relevant information
regarding Syrian refugees. For example, when clicking on Beirut within the map, you
get the following information: “As of March 2016, there were over 305000 Syrian refugees officially registered in Beirut. They accounted for 16% of the city’s population.”
The app tracks the progress and the journey using the map as a diary and thus changes from game to game, depending on the decisions taken by the player.
Game Mechanics
As per Sicart (2008: 6) game mechanics is defined “as methods invoked by agents,
designed for interaction with the game state” which subsumes the establishment of
the rules but also the in-game goal of the game, the operation of the reward system,
obstacles/challenges within the game, the difficulty balancing and the win conditions”
(Mitgutsch & Alvarado, 2012). The goal in Bury Me, My Love is to make decisions
which enable the non-playable character Nour to arrive Europe safely. The players can
only choose between a limited choice of answers or dialogue-parts, sometimes even
choose between two different emoticons to send and thus cannot foresee how the
decision will influence the story (or if Nour will even follow the piece of advice given by
the player). The only feedback the player gets is the advancement Nour makes or the
difficulties she has to face as a result of the decisions taken. There are no points or
Revista Lusófona de Educação
39
Revista Lusófona de Educação, 41, 2018
badges awarded, no levels. Advancement can only be seen from the map. However,
there are some variables which will influence Nour’s decisions and actions: her morale,
her relationship level with Majd, her budget and the presence or absence of specific
objects in her inventory.
Fiction and Narrative
The fictional context and the fictional world created is crucial for Bury Me, My Love.
The whole story unfolds right from the beginning just by conversations between Nour
and her husband. As the game advances, the player learns more and more about the
circumstances and reasons why only Nour sets out on the dangerous journey and
what the couple experienced in their past. The player takes on the role of the husband,
staying behind with his mother in a war-torn country, being unable to help his wife on
the journey apart from giving support and advice. The game also enables players to
choose the game’s speed. If the “pseudo-real time” mode is switched on, the player
needs to wait for the story to progress when Nour either does not have any network
connection or needs to do something else. The game screen says, “Nour is busy.”
When she needs to talk to the player, a notification is sent. As the player takes on the
role of Majd, it helps perspective-taking which “is the active consideration of an outgroup member’s mental state, points of view, and motivation” (Darvasi, 2016: 7).
Aesthetics and Graphics
These elements refer to the audiovisual language of the game and thus “define the
overall formal aspects that frame the content (information), the fiction (the world and
characters of the game), the framing (target group), the setting, and the mechanics
(instructions, rewards)” (Mitgutsch & Alvarado, 2012: 126) The game uses a cartoonish
style for depicting the characters (photographs and selfies sent in the game or the profile picture of Nour). The main game screen looks like a typical smartphone messenger
app, showing Nour’s messages in white font on a brown background and Majd’s texts
in black font on a white background. All conversations can be read up any time in the
game. On the start of each day within the game, the date (day and month) is given.
Sounds used are also similar to those of a smartphone messenger app. The map used
to show important points in Nour’s journey is similar to maps found on the internet
(f.ex. Google maps). Although the characters are depicted with drawings, these are so
detailed and natural, so that players get a feeling who Nour is. Aesthetics and graphics
match the story and the framing without any contradiction.
Framing
The last aspect of the SGDA Framework deals with the framing of all the aforementioned elements in relation to the target group, as well as their play literacy and the
40
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
broader topic of the game. The game does not address a specific target group since
anyone interested in the game’s topic should be able to play it. The game controls
and the user interface are easy to use – there is not much the player can do anyway.
Most of the time the player’s task is reduced to reading, as not all of Majd’s messages
can be influenced. So, players need to be able to read quite well in order to follow the
unfolding story. The topic of the story – Syrian refugees and their dangerous journey
to Europe – is addressed in an emotional way and relies on the player’s bonding with
Nour and wishing for her to arrive safely in Germany (which is the target destination).
There are no additional educational resources provided – indicating that the game was
not directly meant to be used in classrooms. As the app provides 19 different endings
and a lot of different conversations, depending on the choices taken before, there is a
high degree of replayability.
Conclusion
As stated in the SGDA Framework, the game’s purpose needs to be reflected in the
individual elements to present a coherent and cohesive game system. When analyzing
the relation between the game’s content, its fictional context and the mechanics, the
following can be stated: The purpose of the game is to show players which obstacles
and dangers Syrian refugees have to overcome in order to live a life in safety. The play
wants to create understanding and empathy by showing how difficult this goal is to
achieve. By telling about the lives of refugees and those left behind in a very personal
way, the game succeeds in providing information and evidence, without leaving the
narrative structure. The game’s disadvantage of leaving the players in a passive role
without allowing them many choices (as only pre-formulated answers can be chosen
from time to time) is at the same time mirrored by the actual impossibility of influencing
a beloved person’s fate because of the tenuous connection to a a smartphone. Thus,
the game shows how important this device becomes for refugees as it is often the
only connection to their family and friends. Of course, the impact of the game to evoke
empathy with the players, cannot be answered by simply analyzing the game elements.
However, this analysis shows that a game like Bury Me, My Love has a great potential
to influence players and address the objectives of human rights education in the before-mentioned category of learning by human rights.
As shown in this paper, many serious games address topics that cover human rights
education. Many of them like the example of Bury Me, My Love discussed, try to evoke
empathy with the player. Not all these games reach this aim. This is specially the case
when the purpose of the game is not reflected in the other elements as stated in the
SGDA Framework. However, to make sure that players really learn something from the
game, guided reflection and discussion of the game content might be needed additionally.
Revista Lusófona de Educação
41
Revista Lusófona de Educação, 41, 2018
References
Basu, S. (2010). 5 Cool Edutainment Games You Can Play and Also Donate To Charitable Causes.
Retrieved 10 July 2015, from http://www.makeuseof.com/tag/5-cool-edutainment-games-playdonate-charitable/
Bury me, my Love – A Story of Love, Hope and Migration. (n.d.). Retrieved 9 February 2018, from http://
burymemylove.arte.tv/
Darvasi, P. (2016). Empathy, Perspective and Complicity: How Digital Games can Support Peace
Education and Conflict Resolution. Mahatmi Gandhi Institute of Education for Peace and Sustainable
Development / UNESCO. Retrieved from http://mgiep.unesco.org/wp-content/uploads/2016/12/
WORKING-PAPER-PAUL-DARVASI-.pdf
Ferri, G., & Fusaroli, R. (2009). Which Narrations for Persuasive Technologies? Habits and Procedures
in Ayiti: The Cost of Life. Retrieved 6 July 2015, from http://www.aaai.org/Papers/Symposia/
Spring/2009/SS-09-06/SS09-06-007.pdf
Flanagan, M., & Nissenbaum, H. (2014). Values at Play in Digital Games (1st ed.). Cambridge, MA: The
MIT Press.
Gabriel, S. (2016). Serious Games Teaching Values: Discussing Games Dealing with Human Rights
Issues. In K. D. Valentine & L. J. Jensen (Eds.), Examining the Evolution of Gaming and Its Impact
on Social, Cultural, and Political Perspectives. (pp. 195–218). Hershey: IGI Global. Retrieved from
https://www.igi-global.com/chapter/serious-games-teaching-values/157622
Golding, D. (2013). Videogames and politics: Why was Escape From Woomera so divisive? Retrieved
4 May 2015, from http://www.abc.net.au/arts/blog/Daniel-Golding/videogames-politics-EscapeFrom-Woomera-130901/
Green, S. C. (2014). The Perceptual and Cognitive Effects of Action Experience. In F. C. Blumberg (Ed.),
Learning by Playing: Video Gaming in Education (pp. 29–41). New York: OUP.
Half The Sky Movement Game: From oppression to opportunity – raising awareness and funding. (2015).
Retrieved 10 July 2015, from http://designtoimprovelife.dk/half-the-sky-movement-game-fromoppression-to-opportunity-raising-awareness-and-funding/
Holpuch, A. (2013). Half the Sky Facebook game launches with women’s empowerment at core.
Retrieved 10 July 2015, from http://www.theguardian.com/technology/2013/mar/04/facebookgame-half-the-sky
Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. Cambridge, MA: The
Education Arcade.
Lazzaro. (2015). The 4 Keys 2 Fun | Nicole Lazzaro’s Blog. Retrieved 7 July 2015, from http://www.
nicolelazzaro.com/the4-keys-to-fun/
Maurin, F. (2017, December 8). The emotional rollercoaster of making a video game. Retrieved 9
February 2018, from https://medium.com/@ThePixelHunt/the-emotional-rollercoaster-of-making-avideo-game-e3983ab02495
42
Revista Lusófona de Educação
Gabriel: How to Analyze the Potential of Digital Games for Human Rights Education
Mitgutsch, K. & Alvarado, N. (2012). Purposeful by design?: a serious game design assessment
framework. In Proceedings of the International Conference on the foundations of digital games (pp.
121–128). ACM.
OHCHR | Human Rights Education and Training. (n.d.). Retrieved 6 February 2018, from http://www.
ohchr.org/EN/Issues/Education/Training/Pages/HREducationTrainingIndex.aspx
Parkin, S. (2006). Darfur is Dying. When videogames discovered ethics. Retrieved 10 July 2015, from
http://www.eurogamer.net/articles/i_darfurisdying_pc
Poremba, C. (2013). Performative Inquiry and the Sublime in Escape from Woomera. Games and Culture,
8(5), 354–367. https://doi.org/10.1177/1555412013493134
Sicart, M. (2008). Game Studies - Defining Game Mechanics. Retrieved 12 February 2018, from http://
gamestudies.org/0802/articles/sicart
Stokes, B., Seggerman, S. & Rejeski, D. (2011). For a Better World: Digital Games and the Social
Change Sector. Retrieved 7 July 2015, from http://www.gamesforchange.org/g4cwp/wp-content/
uploads/2011/06/g4cwhitepaper.pdf
Swain, C. (2007). Designing Games to Effect Social Change. Retrieved 18 September 2015, from http://
www.digra.org/wp-content/uploads/digital-library/07311.09363.pdf
Totals | Freerice.com. (2015). Retrieved 10 July 2015, from http://freerice.com/frmisc/totals
United Nations. (2014). Plan of Action for the third phase (2015–2019) of the World Programme for
Human Rights Education. Retrieved from https://documents-dds-ny.un.org/doc/UNDOC/GEN/
G14/099/55/PDF/G1409955.pdf?OpenElement
Wolonick, J. (2013). The Half The Sky Movement: Is A Facebook Game The Next Step Toward Global
Social Justice? Retrieved 10 July 2015, from http://www.minyanville.com/sectors/media/articles/
Half-the-Sky-Movement253A-Improving-Foreign/3/12/2013/id/48644?refresh=1
Sonja Gabriel
KPH Wien/Krems
Email: sonja.gabriel@kphvie.ac.at
ORCID: https://orcid.org/0000-0002-0379-952X
Correspondência:
Sonja Gabriel
Mayerweckstrasse 1
1210 Vienna, Austria
Data de submissão: Junho 2018
Data de avaliação: Julho 2018
Data de publicação: Setembro 2018
Revista Lusófona de Educação
43