Stereotypes In Papers Please

Superior Essays
Video games are a notably rising form of experience and pedagogy making headway into the traditional boundaries of classroom curriculums and technical work trainings.
Video games open realms to explore where players may engage in experience taking by living vicariously through their avatars; in the process, they learn through their interactions and experiences taken place in the virtual worlds explored. Video games are advantageous to adopt into educational curriculums and work settings, seeing as how video games’ spike in popularity, evidenced through the fact that “59% of Americans play games” (Grubb); there is a welcoming reception of people of all demographics who play video games. Being a participatory experience, students and instructors
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Players operate “as a border control guard in a fictional Eastern European country, [and their] actions are mostly confined to shuffling papers and confirming or denying someone 's entry into Arstotzka” (Machkovech). Winner of the Games for Change Festival in 2014 for Most Innovative & Best Gameplay, Papers Please has reportedly an intense emotional reaction. As students engage in such games, they are susceptible to experience taking as demonstrated by Sam Machkovech response to the gameplay where he states “one of the most truly jarring moments in Papers Please come when the game 's denizens condemn you—you, the virtual border agent, and you, the actual human—as a scumbag” (Machkovech). The educational benefit of incorporating social impact games into the classroom setting is to give students insight to how individuals during the historical period may have felt, an accomplishment difficult to achieve through words in a textbook. By aiding students understand issues on an emotional level, social impact games help people sympathize; Papers Please may help people understand today’s refugee problem in the Middle East. The interactive nature of video games is also significant in expanding students’ perspective on the

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