Gaming for Social Change: Sharmila and the Representation of Otherness

Keywords: digital games, social change, otherness, representation, Sharmila

Abstract

Digital games have evolved beyond entertainment to become tools for social activism, education, and cultural representation. Scholars in game studies have highlighted their unique rhetorical capacity, enabling narratives to shape users' perceptions through digital environments and simulations of real-world challenges. This capacity is central to serious games, which aim to raise awareness about global issues such as humanitarian crises, hunger, and climate change. Despite research on their pedagogical impact, the potential of serious games to represent marginalized themes, especially in global inequalities and humanitarian efforts, remains underexplored. Using thematic analysis grounded in extended gameplay sessions and deductive coding, this research examines Sharmila, a serious game by the World Food Programme (WFP) that highlights food insecurity and the struggles of vulnerable populations. The game immerses players in the realities of hunger, displacement, and survival, offering a form of situated learning that links knowledge acquisition with real-world contexts. Sharmila serves as a case study to explore the depiction of “the other” and the construction of difference, raising critical questions about the representation of marginalized voices and the framing of poverty and crisis narratives in serious games. This research situates Sharmila within broader debates on serious games and cultural representation, highlighting their role in shaping perceptions of social justice and global inequality.

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Author Biographies

Cátia Ferreira, CECC-Centro de Estudos de Comunicação e Cultura - Universidade Católica Portuguesa

Cátia Ferreira holds a PhD in Communication Studies from Universidade Católica Portuguesa. Currently, she is Assistant Professor at the Faculty of Human Sciences, at Universidade Católica Portuguesa. She is a main researcher at CECC (Research Centre for Communication and Culture) and collaborating researcher at CETAPS (Centre for English, Translation, and Anglo-Portuguese Studies). Her research and teaching areas focus on media studies, in particular digital media: digital games, audiovisual and multimedia communication, and emerging strategies for content production, such as transmedia and cross-media.

Tamires Oliveira, CECC-Centro de Estudos de Comunicação e Cultura - Universidade Católica Portuguesa

Tamires Oliveira is a PhD candidate and an academic researcher specializing in the nuanced dynamics of Middle Eastern narratives. In academia since 2019, and currently a researcher at CECC (Research Centre for Communication and Culture), she is interested in the affective economies and digital communities of social media platforms, particularly Instagram due to its visual appeal. Her work bridges media studies, critical cultural analysis, and humanitarian communication, aiming to foster more inclusive, empathetic narratives across digital and interactive environments.

Published
2025-12-30