Breakthrough, an international human rights advocacy group, has put together an excellent resource to draw attention to what can only be described as the appalling treatment of immigrants in American detention centers.
Spearheading the campaign Homeland Guantanamos: The Untold Story of Immigrant Detention in the U.S. is a video game that is:
- designed to spotlight the inhumane conditions being faced by nearly 300,000 people in immigrant detention as a result of unfair Department of Homeland Security (DHS) policies. Visitors to the website assume the role of an undercover journalist doing an investigative series on Immigration Detention and the true story of Boubacar Bah, an immigrant who died in U.S. Immigrations and Customs Enforcement (ICE) custody under questionable circumstances in 2007. (find the full press release here)
Having played the game, I was very impressed with the delicate balance achieved between the quality of the gaming experience and maintaining the gravitas that the subject deserves.
Moreover, the use of video first person testimonials from those who have been detained--or had family members detained--was extremely powerful without feeling exploitative. Hearing and seeing those--even if just a tiny portion-- who have been caught in the Kafkaesque world of ICE custody packs a real visceral punch than goes beyond reading lists or third party accounts of (alleged) violations.
And perhaps what is most admirable of all is that those who speak are given the opportunity to reveal their multiple and overlapping identities that demonstrate the violence inherent in defining someone simply as a 'migrant'. Yet, none of the people profiled are represented as passive victims; their agency, forms of resistance while detained, and hopes that current practices can be overturned come through as they share their experiences.
Although, I'm not in a position to evaluate how successful the Homeland Guantanamos campaign has been, it certainly presents its message in an innovative way that communicates the message effectively. Thus, it will be interesting to see if the use of non-traditional mediums like video games and emerging forms of social networking are adopted by other organizations seeking to make the world a more humane and just place? What do you think?
Photo credit: Menner de Braker



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