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Climate-Game-Worlds: A Media-Aesthetic Look at the Depiction and Function of Climate in Computer Games

First author: Möring
Year: 2024


Abstract

This chapter seeks to establish a coherent and critical framework that can aid in future analyses of the depiction of climate and weather in computer games. In its attempt to generate an analytical schema, the chapter expands on existing media-aesthetic, media-ecological, and existential-ludological perspectives, thereby mixing methodological approaches with concepts drawn from climatology. This mixed-methods approach allows the authors to put forth a number of key insights, most importantly that the examination of climate as an in-game actor—that is, as a component that has an impact on gameplay—can lead to new levels of analysis in the field of games studies. The authors conclude by testing their critical schema on the survival-crafting game Eco (Strange Loop Games 2018).


Details

Language: English
Country of affiliation: Germany


Published in: Ecogames: Playful Perspectives on the Climate Crisis
Publication type: Book chapter


Source: https://doi.org/10.2307/jj.10819591.11


Games

No Results

Franchises

No Records




Studies

Description: Critical analytical schema applied to game, based on author''s gameplay experience, game wikis, and reports from other players/researchers

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(s)
Sample size: 1
Power analysis: no
Sample countries: null


Games studied: Eco


Franchises studied: null


Study outcomes: Reflecting ecological issues, Representing nature