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This study aims to examine the social value of content activism by analyzing social practice cases through social impact games. While traditional activism is a way for politicians, artists, etc. to convey social messages and call for participation through specialized knowledge, information, and technology, content activism is a way for ordinary individuals who live with one-person media to plan, produce, and distribute content about the problems they find in their lives and bring about change through solidarity with the audiences who sympathize with them. Social impact games are a genre of content that creates social messages through gaming experiences and interactions. Players of social impact games become the subjects who enjoy and extend the social value of the content through meaningful experiences and solidarity. This study analyzes the meaning-making process of players from the perspective of content activism by analyzing the game , in which members living in an orphanage practice care and prevent the suicide of a young man.
A 2024 study studied this question.