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Digital Games After Climate Change

Digital Games After Climate Change PDF Author: Benjamin J. Abraham
Publisher: Palgrave Macmillan
ISBN: 9783030917043
Category : Social Science
Languages : en
Pages : 254

Book Description
​This book presents the first sustained analysis of the digital game industry’s carbon footprint and its role in exacerbating global climate change. Identifying the ways videogames can actually help combat the climate crisis, it argues for the urgency of transitioning to a fully carbon neutral games industry, exploring the challenges and opportunities inherent in this undertaking. Beginning with an analysis of debates around the persuasive power of games, the book argues that real impact can only be achieved by focusing on the material conditions of game production – by reducing greenhouse gas emissions from making, selling, and playing games, as well as the hardware used to play them. Abraham makes a compelling argument that a sustainable games industry is possible, and outlines the actions that everyone can take to reduce the harms that digital games cause to people and planet.

Digital Games After Climate Change

Digital Games After Climate Change PDF Author: Benjamin J. Abraham
Publisher: Palgrave Macmillan
ISBN: 9783030917043
Category : Social Science
Languages : en
Pages : 254

Book Description
​This book presents the first sustained analysis of the digital game industry’s carbon footprint and its role in exacerbating global climate change. Identifying the ways videogames can actually help combat the climate crisis, it argues for the urgency of transitioning to a fully carbon neutral games industry, exploring the challenges and opportunities inherent in this undertaking. Beginning with an analysis of debates around the persuasive power of games, the book argues that real impact can only be achieved by focusing on the material conditions of game production – by reducing greenhouse gas emissions from making, selling, and playing games, as well as the hardware used to play them. Abraham makes a compelling argument that a sustainable games industry is possible, and outlines the actions that everyone can take to reduce the harms that digital games cause to people and planet.

Digital Games After Climate Change

Digital Games After Climate Change PDF Author: Benjamin J. Abraham
Publisher: Springer Nature
ISBN: 3030917053
Category : Social Science
Languages : en
Pages : 263

Book Description
​This book presents the first sustained analysis of the digital game industry’s carbon footprint and its role in exacerbating global climate change. Identifying the ways videogames can actually help combat the climate crisis, it argues for the urgency of transitioning to a fully carbon neutral games industry, exploring the challenges and opportunities inherent in this undertaking. Beginning with an analysis of debates around the persuasive power of games, the book argues that real impact can only be achieved by focusing on the material conditions of game production – by reducing greenhouse gas emissions from making, selling, and playing games, as well as the hardware used to play them. Abraham makes a compelling argument that a sustainable games industry is possible, and outlines the actions that everyone can take to reduce the harms that digital games cause to people and planet.

Cities, Climate Change, and Public Health

Cities, Climate Change, and Public Health PDF Author: Ella Jisun Kim
Publisher: Anthem Press
ISBN: 1785273256
Category : Science
Languages : en
Pages : 146

Book Description
To date, climate adaptation has mostly focused on protecting physical assets from potentially catastrophic climatic changes. While the lack of human vulnerability and equity components in adaptation plans and policies has been critiqued by many, this has not yet led to climate adaptation planning and policymaking processes that situates people’s health and well-being front and center. This book examines how cities can use a public health frame of climate change to boost people’s understanding of and concern about climate change and increase policy support for climate adaptation efforts at the local level. In addition, it aims to strengthen our understanding of different tools cities can use to operationalize a focus on the health implications of climate change, enhance collective decision-making capacities, and, ultimately, build human resilience to climate change.

Intermedial Ecocriticism

Intermedial Ecocriticism PDF Author: Jørgen Bruhn
Publisher: Lexington Books
ISBN: 1793653275
Category : Social Science
Languages : en
Pages : 213

Book Description
Intermedial Ecocriticism: The Climate Crisis Through Art and Media provides an extensive understanding of the climate crisis as it is represented in a number of medial forms, including scientific reports, popular science, graphic novels, documentaries, websites, feature films, and advertising. Theoretically, this is the first book that combines two important theories from the humanities: ecocriticism and intermedial studies. The book carefully develops Intermedial Ecocriticism as a method of investigating how climate crisis is represented and communicated through diverse media types. The chapters each include a comparative analysis of two or three specific media products and how they mediate the climate crisis.

Video Games and Environmental Humanities

Video Games and Environmental Humanities PDF Author: Kelly I. Aliano
Publisher: Springer Nature
ISBN: 3031679806
Category :
Languages : en
Pages : 274

Book Description


The SAGE Handbook of the Digital Media Economy

The SAGE Handbook of the Digital Media Economy PDF Author: Terry Flew
Publisher: SAGE
ISBN: 152976212X
Category : Language Arts & Disciplines
Languages : en
Pages : 642

Book Description
Debates about the digital media economy are at the heart of media and communication studies. An increasingly digitalised and datafied media environment has implications for every aspect of the field, from ownership and production, to distribution and consumption. The SAGE Handbook of the Digital Media Economy offers students, researchers and policy-makers a multidisciplinary overview of contemporary scholarship relating to the intersection of the digital economy and the media, cultural, and creative industries. It provides an overview of the major areas of debate, and conceptual and methodological frameworks, through chapters written by leading scholars from a range of disciplinary perspective. PART 1: Key Concepts PART 2: Methodological Approaches PART 3: Media Industries of the Digital Economy PART 4: Geographies of the Digital Economy PART 5: Law, Governance and Policy

Playful Materialities

Playful Materialities PDF Author: Benjamin Beil
Publisher: transcript Verlag
ISBN: 3839462002
Category : Social Science
Languages : en
Pages : 405

Book Description
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.

End-Game

End-Game PDF Author: Lorenzo DiTommaso
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110752808
Category : Games & Activities
Languages : en
Pages : 502

Book Description
Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

The Routledge Handbook of Ecomedia Studies

The Routledge Handbook of Ecomedia Studies PDF Author: Antonio López
Publisher: Taylor & Francis
ISBN: 1000955605
Category : Social Science
Languages : en
Pages : 561

Book Description
The Routledge Handbook of Ecomedia Studies gathers leading work by critical scholars in this burgeoning field. Redressing the lack of environmental perspectives in the study of media, ecomedia studies asserts that media are in and about the environment, and environments are socially and materially mediated. The book gives form to this new area of study and brings together diverse scholarly contributions to explore and give definition to the field. The Handbook highlights five critical areas of ecomedia scholarship: ecomedia theory, ecomateriality, political ecology, ecocultures, and eco-affects. Within these areas, authors navigate a range of different topics including infrastructures, supply and manufacturing chains, energy, e-waste, labor, ecofeminism, African and Indigenous ecomedia, environmental justice, environmental media governance, ecopolitical satire, and digital ecologies. The result is a holistic volume that provides an in-depth and comprehensive overview of the current state of the field, as well as future developments. This volume will be an essential resource for students, educators, and scholars of media studies, cultural studies, film, environmental communication, political ecology, science and technology studies, and the environmental humanities.

Playing Nature

Playing Nature PDF Author: Alenda Y. Chang
Publisher: U of Minnesota Press
ISBN: 145296226X
Category : Games & Activities
Languages : en
Pages : 293

Book Description
A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.