Propaganda is about changing public opinion on something for political or other motives and many games aim to that very thing. In my opinion both advertising games and educational games aim to change the way people think and can therefore be lumped together under propaganda games.
Like many things in the world of games Hollywood have already tackled with putting propaganda in their entertainment properties, the most blatant and perhaps comical example of this comes from Wayne’s World:
Games don’t tend to be that blunt or honest, or get nearly as much money for tossing in such blatant advertising. Still, we can look at what;s out there in the world of games.
Here’s a fairly random selection of games that lean to the educational side but can also be considered propaganda because of the message they carry.
My big question is if they’ll address my favourite Icelandic tale about the necropants.
This course has two goals. First, it introduces students to fantasy as both psychological concept and driving force in gamer culture; and second, using these paradigms, it considers how and why medieval Scandinavia serves as a locus of modern Anglo-American fantasy. To these ends, students will read selections from Old Norse and Old Icelandic sagas (in translation) as they play different quests within Skyrim. While the course begins by identifying moments of intersection between the worlds of the sagas and of Skyrim (inclement environments, supernatural figures, mythologies), the course is not in any means meant to map the former onto the latter. The purpose of establishing these connections is to then consider how elements of medieval Scandinavian culture have been taken out of historical milieu and literary context, morphed into unfamiliar shape, and appropriated towards other fantastic pursuits. We’ll consider the political saga of Skyrim, with its emphasis on Empire and rebellion, as pursuits made possible by way of Scandinavia in order to think through what Scandinavian fantasy worlds are really about and why they resonate with contemporary Anglo-American culture.
I have done some volunteer work trying to encourage media literacy in the digital world and I find myself running into similar conceptual issues that existed before the world got online. There are core issues associated with large media companies influencing how we engage politics and economics and the digital world is not immune to it. This is even more true as the line between ‘traditional’ and ‘new’ media blur.
These issues I allude to can best be summed up by people smarter than me. As you watch/listen to the talks below you may say that the internet changes a lot of what’s brought up and I would agree. At the same time, the reach (and in some cases caliber) of citizen journalists is still not up to par with multinational massive media manufactures.
Michael Parenti gave a talk in 1993 that is still relevant today about how large media companies can and do influence the way we debate issues as a society. He opens with a comparison between a large American media company and the propaganda paper Pravda from the USSR; his criticism of the American media company is still relevant today.
Early on he talks about product placement and how insidious it can be, and today we don’t even bat an eye at the notion of including product placement into media production. Also, the threat of the “liberal media” was a debate back in 1993 whereas I thought it was a newer myth.
Now take a moment and think about how you’re being exposed to this thanks to a blog. The future seems so different right? Not so fast.
Parenti’s lecture got me thinking of Edward S. Herman and Noam Chomsky’s take on the media in Manufacturing Consent which I watched in high school and is also, sadly, still pertinent to the media of today. Wikipedia has a good summation of their five key points of media control and you can watch the entire documentary below.