Z. S. Justus
Today I restructured the Palestinian police force. Earlier in the day I launched a joint cultural initiative between Israelis and Palestinians, but not before I eased travel restrictions in Gaza. Of course I did not actually do any of these things, but an innovative simulation by Impactgames allowed me to try out different policy ideas and scenarios as part of their game/teaching tool Peacemaker. The simulation is part of a growing class of socially conscious games that seek to merge interactivity with education. The game has garnered positive reviews and sold 100,000 copies with distribution in over 60 countries. I had the opportunity to speak with game co-producer and former Israeli intelligence officer Asi Burak, he said that not only has the game been well received in the media, but that is has taught valuable lessons. He watched a group of Palestinian youths play and learn from the game and knows that it was used as a teaching tool at the US Army College. While educational games do not appear to be as popular as John Madden Football or World of Warcraft, they do represent an interesting foray into strategic communication.
Video games as a genre differ from films or books in that the player is both immersed and interactive (Hess, 2008). Unlike the passive interaction of viewable media, video games are an â€œinteractive textâ€ which the user manipulates. This can invite a greater level of engagement with the content of a game.
The principles of immersion and interaction both come to light in Peacemaker in interesting fashion. The opening video in Peacemaker presents a montage of events in the history of Palestine and Israel starting in 1922 and ending in the current moment. This montage gives the user a context for their experience in the game. The immersion continues as the user is consistently forced to deal with emergent events in the game including terrorist acts, international political pressure and so forth. Frequently these events and complemented by actual footage from prior news events. The player interacts with the game by making strategic choices such as those mentioned earlier. The most interesting part of the interactivity of the simulation is that it can be experienced from either side.
From the perspective of strategic communication this is a simply amazing product. The idea of experiencing a complicated conflict from multiple sides is exactly what most of us would want for those embroiled in a long term conflict. Asi told me that the experience was eye opening for a group of Israeli students he saw play the game as they struggled to make due with Palestineâ€™s limited resources. In addition to multiple sides, the simulation requires the player to balance political, nationalist, economic, and religious goals rather than seeking a strictly military solution. The only way to win is if everyone is happy.
As a critic it is rare that I am able to look at a media product be it a book, movie, or song that deals with complicated issues and say â€œthis is what we should be doingâ€, but Peacemaker is just such a product. The uniquely flexible interface of gaming may be a vehicle for the simulation of violence in many instances, but in this case, it is a vehicle for understanding and peace.
Hess, A. (2008). â€œYou donâ€™t play you volunteerâ€: Narrative public memory construction in Medal of Honor: Rising Sun. Critical Studies in Media Communication, 24, 339-356.