Cover Several video games in recent years have plotlines that spread positive messages on feminism (Photo: Getty Images)

From gripping plots to exciting quests, here are examples of how video games spread positive messages about topics that affect us all

Imagine you’re in the middle of a barren land that you have to somehow transform into a lush grassland. No, we’re not having you imagine a potential post-apocalyptic world caused by climate change. Rather, we are talking about a simulation in a video game called Terra Nil, that is described as “city builder in reverse”. In Terra Nil gamers score points by cleaning polluted oceans, planting trees and creating an ideal habitat for animals.

It’s one of many such games that’s gone beyond mere entertainment, and are spreading awareness on diverse topics such as mental health and climate change. As part of the booming gaming industry—which is projected to grow by more than 18 per cent by 2030 according to New York-based Zion Market Research—these video games make important social issues feel more approachable and compelling by presenting its core message in entertaining and immersive ways.

In case you missed it: Meet the advocates who are saving our oceans

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Above Video games have been making important topics feel approachable, compelling and immediate (Photo: Getty Images)

This trend of conveying important messages in video games is nothing new though. In the last two decades alone there have been such video games, for example, Darfur is Dying, a simulation game developed by a team at the University of Southern California that sheds light on the Second Sudanese Civil War (1983-2005) by putting its gamers in the shoes of a Darfuri person displaced by conflict. Between its launch in April 2006 and September that same year, Darfur is Dying had attracted 800,000 players. 

Not long after, in 2007, the US’s Independent Television Service launched its own thought-provoking game: World Without Oil, an alternate reality game that helps players understand how an oil crisis might affect their lives.

Climate change

In recent years, several developers have taken it upon themselves to raise awareness for climate change through video games. For example, the above-mentioned Terra Nil, which was developed by Cape Town-based video game studio Free Lives in 2019, and is available on Netflix. It’s similar in concept to city-building games like the SimCity franchise, but instead of creating urban spaces, you have to build forests, swamps and beaches. 

Given the immense popularity of video games across generations, the United Nations Environment Programme (UNEP) has also launched an alliance titled Playing for the Planet, and by joining the alliance, gaming studios commit to integrating green activations and eco-friendly in-game messages in their games. Studios that have joined Playing for the Planet include Guangzhou-based 37 Interactive Entertainment and Berlin-based GameDuell.

Also read: How climate refugees will shape the future

Mental health

Several video games that depict mental health issues in a positive light have been relesed in the past decade or so. For example, Lost Words: Beyond the Page, a game released by Modus Games in 2020, explores how the central character Izzy feels after her parents’ divorce. The game also dwells on themes such as the five stages of grief but through an optimistic lens. 

Another game that deals with loss and insecurities is Nomada Studio’s 2018 adventure game, Gris, which follows a young girl who has lost someone important in her life. The game’s colours represent her mental state: at the beginning, the colours are mostly grey to echo her despair, but as the protagonist goes through the levels of the game, the colour palette incorporates more and more hues to symbolise her growing hope and confidence.

Female empowerment

Since the early ’80s—when video games started gaining immense mainstream popularity—female characters have been hypersexualised, often depicted with impossibly large breasts and a narrow waist that pander to the male gaze. Even more discouragingly, many of these female characters were either the victims or vixens in the games. Even Tomb Raider—which was an exception from the victim-vixen binary and was one of the first playable female characters in a major game franchise—portrayed its protagonist, Lara Croft, as a woman with a hugely exaggerated bust who tackled all kinds of missions in skimpy and impractical outfits. This character was then credited for giving rise to the term “cyber babe”: an attractive, fictional woman who exists in cyberspace. 

But in recent times, several games have broken through this trend and have come up with plot lines and female figures that spread positive feminist message. One of the most eye-catching ones is the reinvention of the Tomb Raider games—for example, in its 2013 reboot, Croft is depicted as having a more realistic physical build, and the game also features more wardrobe choices for her. For instance, she wears long cargo pants and a coat for winter landscapes—instead of her previously limited wardrobe of shorts and a tank top with combat boots. She is also transformed from being a largely stereotypical action figure to a character who expresses pain, frustration and hope in relatable ways.

Trials of growing up

Meanwhile, Life Is Strange, an adventure game developed by Dontnod Entertainment in 2016, explores themes such as coming-of-age and the challenges of girlhood through its characters Max and Chloe, two teenage girls who navigate the difficulties of growing up in a complex world.

It’s perhaps telling that when the game’s developers were seeking publishers for this game, many companies suggested making the central characters male, but Dontnod refused. Eventually, they found a publisher in Square Enix, the same company responsible for the 2013 edition of Lara Croft: Tomb Raider. This turned out to be a good move, both in terms of business and for representation, considering the fact that a large number of gamers around the world are women: according to a study by Ipsos, a leader in global market research, 45 per cent of American gamers were female in 2021. In addition, a study by Niko Partners, Inc, an online resource providing market intelligence, shows that 37 per cent of Asian gamers were female in 2023.

Drawing a direct correlation between what exists in the world of gaming and the behaviour of gamers in real life is nothing new. Perhaps, with more games focused on issues that deserve a spotlight and more action, this correlation can manifest into something positive for our planet.

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