Where are all the climate change games? Locating digital games’ response to climate change
Abstract
The burgeoning genre of climate fiction, or “cli-fi,” in literature and the arts has begun to attract both scholarly and popular attention. It has been described as “potentially [having] crucial contributions to make toward full understanding of the multiple, accelerating environmental challenges facing the world today” (Buell). Implicitly, these works confront the current orthodoxy about where exactly the issue of climate change sits in domains of knowledge. As Jordan notes: “climate change as ‘nature” not culture is still largely perceived as a problem for the sciences alongside planning, policy, and geography” (Jordan 8). In this paper we ask where is, or alternatively what could climate fiction look like within the field of digital games? Even a passing familiarity with the cultural output of the mainstream game industry reveals the startling omission of the issue – with very few games telling stories that engage with climate change and the unfolding ecological crisis (Abraham “Videogame Visions”). Finding a relative dearth of explicit engagement, this paper offers an alternative engagement with climate change in games by focussing on the underlying ideas, conceptions and narratives of human-environment relationships that have been a part of games since their earliest incarnations. We argue that it is possible to read games for particular conceptualisations of human relationships to nature, and offer a description of four highly prevalent “modes” of human-environment engagement. We describe and analyse these relationships for their participation in or challenge to the same issues and problems that undergird the current ecological crisis, such as enlightenment narratives of human mastery and dominion over the earth.
Keywords
Videogames, environmentalism, climate change, ecology, sustainability
Author Biography
Darshana Jayemanne
Darshana Jayemanne is the author of Performativity in Art, Literature and Videogames (Palgrave MacMillan 2017). Darshana is currently Lecturer in Art, Media and Computer Games at Abertay University. Current projects include articles on the Alien films and games, and collaborations with the Royal Zoological Society of Scotland and the National Society for the Prevention of Cruelty to Children. His work has appeared in The Journal of Broadcasting and Electronic Media, Fibreculture Journal, Westminster Papers in Communication and Culture, and Jeunesse: Young People, Texts, Culture.
Benjamin Abraham
Benjamin Abraham is an early career researcher working primarily in digital game studies, incorporating insights and perspectives from fields and disciplines including eco-critical and climate justice perspectives. He is currently a Scholarly Teaching Fellow in the School of Communications at the University of Technology Sydney, affiliated with the Climate Justice Research centre, and is currently working on a manuscript examining the implications of climate change for the digital games industry. His publications have appeared in Fibreculture, Games & Culture, and Digital Culture and Education journals.