Potentials for Foreign Policy and International Cultural Relations
Video games can be learning spaces for intercultural education and personal development, but they can also be arenas for disinformation and narratives that undermine democracy. How can video games be used to promote peaceful and enriching coexistence between cultures? What are the potential dangers? How can 'gaming literacy' and interface skills be promoted? What is the role of foreign cultural and educational policy actors in building bridges between the creative industry, art and the 'activist' form of gaming and foreign policy? What security aspects need to be considered and contextualised?