Aliano / Crowley | Video Games and Environmental Humanities | Buch | 978-3-031-67979-7 | www.sack.de

Buch, Englisch, 271 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 488 g

Aliano / Crowley

Video Games and Environmental Humanities

Playing to Save The World
2024
ISBN: 978-3-031-67979-7
Verlag: Springer

Playing to Save The World

Buch, Englisch, 271 Seiten, Format (B × H): 153 mm x 216 mm, Gewicht: 488 g

ISBN: 978-3-031-67979-7
Verlag: Springer


This edited collection investigates topics related to environmental humanities through their inclusion, exploration, or critique in contemporary video games. It focuses on how video games are a site for creating and interacting within environments, with analysis that showcases how environments are shaped within video games as well as serve as a reflection of our real world. This crossroad between the virtual and the real allows us to consider the ways in which the concepts, theories, and issues facing our real-world environment can be understood and studied through video games, particularly via the power of interactive play to teach. This book looks into how video games might empower their players to make real-world change through their immersive environments. Finally, the volume offers a consideration of ecological crises through an exploration of post-apocalyptic narratives in a wide variety of video games. This close textual analysis of video game narratives and play structures allows insight into how and why such stories were crafted and explores the various intersections between these fictional play environments and the conditions of our real world.

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Section 1: Video Games and Environments.- Chapter 1: I Want to Be Free: , , , and the Pleasures of World Building in Video Games.- Chapter 2: : A Light in the Exclusion Zone.- Chapter 3: “It’s time to go on a low-carbon diet”: Carbon Footprints, Solar Panels, and the Eco Lifestyle of .- Chapter 4: Fuelling the City: On the Politics of Energy Resource Extraction in City-Building Simulators.- Chapter 5: Queer Thinking with Digital Stones.- Chapter 6: Piranha Plants, Volcanoes, and Turtle Shells: Sound, Music, and Place in Mario Kart 8 Deluxe's Fantastical Environments.- Section 2: Video Games and Ecology.- Chapter 7: Playing to Understand the Environment: From Superficial Skins to Truly Ecological Gameplays.- Chapter 8: “The Crystals’ Blessing”: Technogaianism and Skepticism in and .- Chapter 9: The Ephemeral Calm: , Final and the Importance of Post Crisis Aftercare.- Chapter 10: A New Digital Ecology: Death Stranding and Thing-Power Materialism.- Chapter 11: Wilderness Ecologies in & .- Section 3: Video Games and Environmental Crisis.- Chapter 12: Auroral heliotropes of the Anthropocene and wandering the “quiet apocalypse” of (2017).- Chapter 13: Worldbuilding, Nuclear Engagement, Resource Scarcity and Raymond Williams’ Structure of Feeling in Bethesda’s .- Chapter 14: Call Me Corvo: Reading Kinship in Through the Lens of .- Chapter 15: Climate Change Ethics in : Weirding, Disquietude, Choice, Lowell Duckert and A.R. Siders.


Kelly I. Aliano is the author of and , published by McFarland, Inc,. and of the forthcoming . She holds a PhD in Theatre and currently serves as the Member-at-Large for Focus Group Representatives for the Association for Theatre in Higher Education. She works in the Education Department at New-York Historical Society and in the English Department at LaGuardia Community College, City University of New York.

Adam Crowley is the author of (2017) and (2022). His work has also appeared in edited collections on , the science-fiction western, and the franchise. He lives in Bangor, Maine, where he works as a Professor of English and as the Associate Director of Online and Distance Education at Husson University.



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