{"title":"Ecocritical Agency in <i>I Was a Teenage Exocolonist</i>","authors":"Sarah Freye","doi":"10.1177/15554120231209804","DOIUrl":null,"url":null,"abstract":"In this article, I offer an ecocritical approach to video games that can help analyze how game designers can use choice-based game mechanics to offer audiences a way to confront humanity's role in the climate crisis. I Was a Teenage Exocolonist seamlessly integrates gameplay and narrative to help players cultivate new understandings about the anthropocene: “It takes little effort to render a planet inhospitable, but significant dedication to restore it” (Exocolonist, Age 13).","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.4000,"publicationDate":"2023-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/15554120231209804","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
In this article, I offer an ecocritical approach to video games that can help analyze how game designers can use choice-based game mechanics to offer audiences a way to confront humanity's role in the climate crisis. I Was a Teenage Exocolonist seamlessly integrates gameplay and narrative to help players cultivate new understandings about the anthropocene: “It takes little effort to render a planet inhospitable, but significant dedication to restore it” (Exocolonist, Age 13).
在本文中,我将提供电子游戏的生态批判方法,帮助分析游戏设计师如何使用基于选择的游戏机制,为用户提供一种面对人类在气候危机中的角色的方法。《I Was a Teenage exocolism》将游戏玩法和叙述无缝地结合在一起,帮助玩家培养对人类世的新理解:“让一个星球变得不适宜居住不费什么力气,但却要付出巨大的努力来恢复它”(《exocolism》,13岁)。
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.