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Digital Roots: Video Games as Tools for Ethical Place-Making in Education
In an era marked by global crises such as climate migrations and nationalist deportations, the human need for rootedness—articulated by Simone Weil as active participation in communal life—gains renewed urgency. This article examines video games as innovative tools for ethical place-making in education, conceptualizing "digital roots" as virtual spaces that foster belonging, imagination, and moral responsibility. Drawing on Weil's philosophy, alongside Heidegger's Dasein (being-in-the-world), indigenous interconnectedness, and Bildung's holistic development, we argue that games redefine place in the digital age as a relational nexus of ethics and transformation.
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