Video Games as Ecomedia
Nature, Design, Play
Video Games as Ecomedia
Nature, Design, Play
Buying pre-order items
Ebooks and Audiobook
You will receive an email with a download link for the ebook or audiobook on the publication date.
Payment
You will not be charged for pre-ordered books until they are available to be shipped. Pre-ordered ebooks will not be charged for until they are available for download.
Amending or cancelling your order
For orders that have not been shipped you can usually make changes to pre-orders up to 72 hours before the publishing date.
Payment for this pre-order will be taken when the item becomes available
- Delivery and returns info
-
Free US delivery on orders $35 or over
Description
Video Games as Ecomedia posits that digital games are potent examples of “ecomedia”-media that engage with the complex relationships between technology, culture, and the environment.
By delving into the intricate intersection of these spheres across a wide range of video games, this collection offers a crucial, fresh lens for game studies, particularly in the context of the Anthropocene.
The authors utilize diverse frameworks from ecocriticism, design thinking, game analysis, and more to examine how ecogames communicate about the environment. The chapters address various aspects of games, such as storytelling, technological features (graphics, sound, mechanics, etc.), and play and design practices to illuminate how they shape and are shaped by environmental concerns.
Through its organizing themes of nature, design, and play, it is revealed that video games can equip players with a deeper understanding of ecological problems and the multifaceted nature of the climate crisis. Moreover, games can support designers and players in imagining responsible ways of relating to environments, often extending such engagement beyond digital worlds. Ultimately, Video Games as Ecomedia offers multiple approaches for understanding how digital games can catalyze meaningful considerations for the environmental challenges of the Anthropocene.
Table of Contents
List of Tables
Acknowledgements
An Introduction to Video Games as Ecomedia
Melissa Bianchi (Nova Southeastern University, USA)
PART I: NATURE
1. The Ecology of the Undead: Reconceptualizing Zombiism in Videogames
Lawrence May (Waipapa Taumata Rau/ University of Auckland, Aotearoa/ New Zealand)
2.Toward a Zoopoetics of Ludic Animals
Morgan Yu Hao (City University of Hong Kong)
3. What Ecofeminism Has to Teach Us About Raising Ecological Awareness through Games
Gabrielle Trépanier-Jobin (University of Québec, Montréal, Canada)
4. Tentacular Kinship, Survivance, and the Posthuman Trifecta of Xenoblade Chronicles 2
Alexandre Paquet (University of Toronto, Canada)
PART II: DESIGN
5. Ecological Involvement in Walking Simulators
Jonathan Kelleher Skjøtt (Aalborg University, Denmark)
6. Unstable Ground: Modeling Environmental Change in Digital Games
Ian Costello (University of California Santa Cruz, USA)
7. Hexostasis: A Game Design Study Exploring Environmental Justice through In-Game Ecologies and Player Impact
Ahu Yolaç (Lawrence Technological University, USA)
8. Playing for Climate Balance: A Manifesto and Example
Maxwell Foxman (University of Oregon, USA), Waseq Rahman (Creighton University, USA), and Robin FitzClemen (University of Oregon, USA)
PART III: PLAY
9. Ecological Handprints: Slow Healing, Caretaking, and the Plight of Mother Nature in Death Stranding
Caighlan Smith (Memorial University of Newfoundland, Canada)
10. Deciding Post-Apocalyptic Anthromes in Armored Core VI: Fires of Rubicon
Jacob G. Price (Utah Valley University, USA)
11. Something Picked This Way Comes: Playing Pikmin to Feel Small When the World Is So Big
Jacob Euteneuer (Hampden-Sydney College, USA)
12. The Slow Regard of a Terminal Season: Apocalypse and Environmental Memory in Season: A Letter to the Future
Kaitlin Moore (Wake Forest University, USA)
Notes of Contributors
Index
Product details
| Published | Feb 04 2027 |
|---|---|
| Format | Hardback |
| Edition | 1st |
| Pages | 272 |
| ISBN | 9798765149508 |
| Imprint | Bloomsbury Academic |
| Illustrations | 7 bw illus |
| Dimensions | 9 x 6 inches |
| Series | Approaches to Digital Game Studies |
| Publisher | Bloomsbury Publishing |

























