Home papers 380.0

ROOT, Woodland Ideologies in a Fantasy Game

First author: Thibault
Year: 2022


Abstract

In this paper I reconstruct and outline some realisations of different forest ideologies, through the analysis of the digital adaptation of the boardgame ROOT - A Game of Woodland Might and Right. In particular, I use a semiotic square to map the different semantic fields and core strategies of the four different factions of the game, each featuring a different way to engage with forests. The analysis allows me to identify some key ideologies that, embedded in the game, reflect larger conceptualisations of the relationship between humans and woodlands. In the conclusion, the paper highlights how games, encompassing both a rule structure and a narrative layer, can offer a vantage point for the analysis of ideological constructions. Future research could apply similar methods to other games in an attempt to map the many ways in which forestry spaces, and our relations with them, are constructed.


Details

Language: English
Country of affiliation: Finland


Published in: FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games
Publication type: Conference proceeding


Source: https://doi.org/10.1145/3555858.3555950


Games

No Results

Franchises

No Records




Studies

Description: Semiotic square to map different approaches to engage with forests

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: ROOT - A Game of Woodland Might and Right


Franchises studied: null


Study outcomes: Ingame interactions