Many art forms have succeeded in changing hearts and minds on various public issues. In literature, a few clear examples are Harriet Beecher Stowe’s Uncle Tom’s Cabin (slavery) and Upton Sinclair’s The Jungle (immigrant exploitation and food sanitation). Among non-fiction books, Rachel Carson’s Silent Spring awakened people to the dangers of pesticides, but more broadly birthed the modern environmental movement.
Examples of films which changed society include “Philadelphia” (humanizing the AIDS epidemic), “An Inconvenient Truth” (increasing awareness of climate change), “The Cove” (dolphin killing), and “Super-Size Me” (the health dangers of fast food). On the darker side, “Triumph of the Will” formed the cinematic basis of the Nazi’s propaganda effort, and “Reefer Madness” ushered in three-quarters of a century of misguided drug policy.
Some games have attempted to follow the same path, with arguably less successful results. Examples include “Balance of Power” and “Trinity” (nuclear weapons); “Hidden Agenda” (US policy in Central America); “Darfur is Dying” (the humanitarian crisis in Sudan); and my own “A Mind Forever Voyaging” (the Reagan Revolution set in a dystopian future).
Can games succeed in changing minds, as other art forms have succeeding in doing in the past? Or are they fundamentally unsuited for that? Can we develop a “tool box” of techniques for doing this? If games can persuade, what is our best course?
This topic has been the discussed at Horseshoe in the past (https://www.projecthorseshoe.com/reports/ph10/ph10r3.htm), and I’d like to see this workgroup build on that earlier work.