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By Malinda Miller (Engl, Jour鈥92; MJour鈥98)
Illustration by Dana Heimes
In 2020, the world鈥檚 oldest humanitarian organization鈥攖he International Committee of the Red Cross (ICRC)鈥攎ade a decision that could appear counterintuitive to its mission to save lives.
The organization turned to Fortnite, an online game built around killing and battles, as a way to reach new, larger audiences.
The ICRC partnered with game developers to add a creative mode, called Liferun, inside the Fortnite universe. In Liferun, players accomplish tasks core to the mission of the ICRC, including rescuing civilians in war zones, delivering supplies and defusing mines.
The ICRC and other organizations have realized that if they want their message to be received, they have to 鈥済o where people are actually paying attention,鈥 said Jolene Fisher, an assistant professor in advertising, public relations and media design, who has spent the last seven years researching how organizations use digital games as tools for strategic communications.
Fisher originated the term 鈥渟trategic communication games鈥 and created a framework to study the purpose of an organization, what the game is, and how it鈥檚 distributed to the public.
In the ICRC example, using a strategic communication game required careful implementation, Fisher found after conducting in-depth interviews with key members of the ICRC Fortnite project and studying ICRC organizational documents.
With the rewards also came risks, she found.
The ICRC had publicly expressed concerns in media interviews and on its website about the 鈥減roblematic representations of war that may normalize activities that are at odds with international humanitarian law.鈥 Fisher鈥檚 research showed that implementing Liferun required extensive internal dialogue and planning.
But the ICRC knew that embedding Liferun in Fortnite鈥攚hich has about 83 million players, according to GamesRadar+鈥攚ould allow it to place messages about protecting victims in war zones and respecting international humanitarian law into a platform where the community they want to reach is actively involved.
The ICRC had determined that 鈥渢he people who are playing Fortnite are people who are going to be having a say in what鈥檚 happening in a real-life battlefield, whether they鈥檙e voters or they are actual soldiers fighting,鈥 Fisher said.
Despite the risks, the strategy was successful for the ICRC. It logged 37% in online growth, and it increased media hits in both major outlets and harder-to-reach, niche media outlets.
Fisher said more research is needed on the potential impact of strategic communication games in the $100 billion gaming industry.
For organizations, further research would offer a better understanding of the ways in which their involvement reshapes their own industries. It could outline challenges, like sustaining the effort over time鈥攁 particularly potent question for nonprofits that don鈥檛 have the infrastructure to maintain a product, Fisher said.
Further research could also identify how organizations use the persuasive nature of games for specific agendas and to determine ethical best practices.
鈥淭hese things are dependent on who the organization is and what they鈥檙e trying to achieve,鈥 Fisher said. 鈥淪o we can potentially see organizations that may have goals counter to some of these humanitarian or climate progressive goals. It鈥檚 not just that it鈥檚 going to be used for all of these social good-oriented outcomes.鈥澨