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Public Diplomacy & Video games: An exploration of the potential application of Public Diplomacy through Gaming as a Medium

Abstract:

The gaming industry has become a significant component part everyday society, it is increasingly examined and scrutinised by politicians, world leaders, medical professionals and parents alike. Research has shown that entertainment media, such as radio or television, can bring about positive social change: the world is in a unique position to take advantage of video games as a global spanning tool for communication. The world has become a political global stage that is preferential towards soft over hard power, foreign offices are in a good position to take advantage. This study aims to determine how far the relationship between these two fields extends and in what ways they could be of use or benefit to one another. Starting with existing literature surrounding the application of video games for political or societal means, changes in diplomacy and the importance of culture this dissertation works to use these complex interlinking factors to depict the significance of an understanding of communication and relationship building.

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The result of the analysis of the literature, case studies and interviews conducted alluded to a breakdown in trust between the industry and its consumer base, as well as an understanding that the reliance on public relations, communication and targeted audience curation are at the core of both business and public diplomatic success. As such this dissertation recommends a number of ways in which there can be bilateral benefits and that address problems within the gaming industry and emphasise the importance of adapting to gaming as a tool.

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Introduction:

From the 1970’s to date the video games industry has become the perfect villain, a target for both media and politicians alike to point fingers and lay blame for the violent behaviour of individuals. The latest of these accusations has come from President Donald Trump, who has blamed ‘’gruesome and grisly video games’’ for the mass shootings in El Paso and Dayton. Gaming has become the latest in a long list of popular culture to be condemned, just as various movies, art and music forms have been in the past. It is human to fear what one does not understand and if the rapid growth of technology has taught us anything, it is that it is better to err on the side of caution.

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As governments struggle to maintain order in a new world that is known for being disorderly, an online realm where anonymity is a given and individual privacy is something states wish to control. Where corporations have more power than nations and are driven by financial incentive above all else, it is becoming clear that legislation and control is sorely lacking but increasingly necessary. Thus, cyberspace will become the new battleground for politicking nations to practice diplomacy and law.

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This dissertation looks to investigate the dynamics of two seemingly disconnected worlds to determine if a relationship already exists between the two distinct fields and if gaming and public diplomacy can be in any way mutually beneficial. It also looks to emphasise an urgency that should be amongst global governments to adapt a fast growing social platform for education and information dissemination, that will likely have ramifications for generations to come

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