Overcoming Psychic Numbing Through Graphic Novels and Games
By Andrew Quist
Psychic numbing presents an obstacle to journalists reporting on the ongoing conflict in Syria and resulting refugee crisis. Social science has shown that while we are wired to feel empathy for the suffering of one identified individual, statistics of mass human suffering have a numbing effect that prevents us from feeling the same empathy towards groups that we feel for individuals. This coupled with the fact that we are less inclined to feel as empathetic towards people do not share our nationality, culture, or race, results in insensitivity to the plight of refugees and failure on behalf of the public to assign moral value to the atrocities in Syria. A number of artists, journalists, and scholars have used creative means to overcome psychic numbing and in group/out group thinking and help people understand the experiences of Syrian refugees. In the past two years several graphic novels have been published that tell stories based on the experiences of refugees fleeing Syria to seek asylum in Europe. These novels allow readers to appreciate what is like to be a refugee in a way that news reports on the refugee crisis fail to do.
The novel Stories from the Grand Hotel includes a collection of eight stories of refugees traveling to Germany to seek asylum. These stories describe in personal terms the hardships refugees face in fleeing to Europe as well as the xenophobia they may experience once they reach their destination.
Threads: From the Refugee Crisis similarly details the journeys of refugees from the Middle East and North Africa to France, highlighting the challenges they faced as well as the prejudice they encountered in Europe.
Another graphic novel, A Perilous Journey, based on testimonies from three Syrian refugees seeking asylum in Scandinavia, depicts the torture they experienced while in Syria and their harrowing journey across the Mediterranean Sea.
In Rolling Blackouts, cartoonist Sara Glidden details her travels with two journalists in Turkey, Iraq, and Syria, and tells the stories of how refugees, civilians, and government officials dealt with violent conflicts in Iraq in Syria. The account helps readers understand why refugees would risk their lives to leave their home country and flee to Europe.
Finally, Madaya Mom, published online for free by Marvel and ABC News, tells the story of a family trapped in a besieged city in Syria. Meant to be read on mobile phones, Madaya Mom teachers readers what is like to be trapped for over year, facing starvation and the death of loved ones.
In addition to graphic novels, video games are another innovative medium that is being used to communicate the experiences of refugees fleeing Syria. Former journalist Florent Maurin developed a game for iOS and Android titled Bury Me, My Love that simulates communications between a husband and a wife while the wife makes the dangerous journey out of Syria and into Europe while the husband stays behind. The game plays out in real time, with the player acting as the husband while the player’s imagined wife sends messages in pseudo real-time, just like a real couple would communicate using an app like WhatsApp. Players make choices and participant in an interactive environment. By literally putting the user in the position of someone in Syria who is helping their spouse travel to Europe, players learn about the challenges and difficult choices that refugees face.
In our Take Action page we recommend using the power of testimony to overcome psychic numbing. In a similar way, by telling the individual stories of refugees, graphic novels and video games allow people to form an emotional connection with refugees that may motivate the public to put pressure on governments to provide more aid and support for refugees.
We thank Fatima Mohile-Eldin and Syria Deeply for bringing these works to our attention.