Abstract

In recent years, digital games have emerged as a new tool in human trafficking awareness-raising. These games reflect a trend towards ‘virtual humanitarianism’, utilising digital technologies to convey narratives of suffering with the aim of raising awareness about humanitarian issues. The creation of these games raises questions about whether new technologies will depict humanitarian problems in new ways, or simply perpetuate problematic stereotypes. This article examines three online games released in the last five years for the purpose of raising awareness about human trafficking. In analysing these games, we argue that the persistent tropes of ideal victims lacking in agency continue to dominate the narrative, with a focus on individualised problems rather than structural causes of human trafficking. However, the differing approaches taken by the games demonstrate the potential for complexity and nuance in storytelling through digital games.

Highlights

  • Anti-trafficking awareness-raising has long relied on stereotypes of victims, villains and heroes to raise awareness and generate public action.[1]

  • In recent years, digital games have emerged as a new tool in human trafficking awareness-raising

  • We argue that the persistent tropes of ideal victims lacking in agency continue to dominate the narrative, with a focus on individualised problems rather than structural causes of human trafficking

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Summary

Introduction

Anti-trafficking awareness-raising has long relied on stereotypes of victims, villains and heroes to raise awareness and generate public action.[1]. In this article we focus on the narratives and storytelling devices used in the three examined games This exploration allows a close examination of the ways in which digital games, as an emerging aspect of anti-trafficking awareness-raising, reflect or challenge existing stereotypes in public discourses on human trafficking; and a consideration of what the medium of digital games offers advocates for humanitarian causes. Through this analysis, we argue that while digital games may offer opportunities for extending the impact of anti-trafficking awarenessraising, the games examined here demonstrate that, just like other coverage of the issue of human trafficking, digital games can reinforce damaging stereotypes and perpetuate limited stories about victims, perpetrators and saviours. As will be discussed below, the potential for complexity and nuance in storytelling through digital games has mixed success in games for awareness-raising purposes, just like most forms of humanitarian awareness-raising

The Game Worlds of Human Trafficking
Individualised Narratives
Choices and Agency
Ideal Victims

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