Video Games and Sustainability Transformations: Exploring the Potential for Empowered Subjectivities through Virtual Experience A Qualitative Case Study of Eco
First author: GuslandYear: 2021
Abstract
In the context of socio-environmental issues, increasing calls are made for social transformations. However, it remains unclear how to engender such processes. In this thesis, I aim to address this gap in knowledge through the exploration of the potential role of virtual sustainability games in engendering psycho-social transformation. I examine the research objective through a qualitative case study of Eco, an online virtual sustainability game. Based on a broad range of theoretical literature, the thesis has identified and developed four qualities that can have transformative potential. The relevance of the four qualities has been tested through confrontation with empirical data, suggesting some positive results. Further comparative studies would be required to explore how different sustainability-oriented video games (or perhaps other forms of media and art) engage the four theoretically-derived qualities I have explored in this thesis – or others that remain to be identified – and the degree to which these shape their transformative potential and outcomes. This would ideally include longer-term follow up research of participant's ongoing reflections and actions in the material world.Details
Language: EnglishCountry of affiliation: Norway
Published in: dissertation
Publication type: Dissertation
Source: https://www.duo.uio.no/handle/10852/88735
Games
Franchises
No Records
Studies
Research type: Non-experimental
Data type: Qualitative
Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no
Sample type: Players
Sample size: 4
Power analysis: no
Sample countries: United States, Austria
Games studied: Eco
Franchises studied: null
Study outcomes: Emotion, Ingame interactions, Gameplay experience, Perception
Research type: Non-experimental
Data type: Qualitative
Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no
Sample type: Players
Sample size: 30
Power analysis: no
Sample countries: United States, France, Sweden, Spain, Germany, Australia, Norway, Argentina, Austria, Cyprus, Canada, Denmark
Games studied: Eco
Franchises studied: null
Study outcomes: Emotion, Gameplay experience, Perception, Reflecting ecological issues
Research type: Non-experimental
Data type: Qualitative
Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no
Sample type: Game community manager
Sample size: 1
Power analysis: no
Sample countries: null
Games studied: Eco
Franchises studied: null
Study outcomes: Using games for environmentalism