(...) What is the ethical dimension implied in using gameplay and game dynamics for thematics connected with some of the most tragic situations in the world: wars, massacres, violations of human rights, poverty, migrants...? (...) Answering this question implies considering that playing is not necessarily a “light” activity. Games can be very serious (“serious games” have now become a whole industry in itself). Playing is not always distracting and carefree entertainment. (...) Playing games is an essential part of what makes us humans and not animals, because games are a symbolic claim to control and reappropriate reality. (...) Game dynamics are closer to the concepts of fluidity, empathy, narrative involvement, proximity, experience desing... Our world fears boredom. Everything has to be engaging to be truly shared. (...) More and more people find living in these fictitious reailties a lot more engaging and rewarding than dealing with grim reality of their daily life. (...) Therefore, it is very tempting for the writer team of a transmedia story to make fiction pass as reailty itself, to make fiction pass as truth. (...) But there are some limits that should be taken into account.