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Create free accountWhitepaperDigital Games Research Association
Videogame education must evolve beyond a focus on design and career preparation to include a critical examination of the industry’s broader material and ethical impacts. The central thesis argues that educators have a responsibility to teach students how videogames function as operational components of extractivist business models. By shifting the pedagogical focus from the videogame as an isolated expressive artifact to a technical system with complex upstream and downstream consequences, educators can better prepare future industry leaders to make informed, ethical decisions regarding environmental sustainability and labor practices.
The analysis highlights the "illusion of immateriality" that obscures the physical reality of digital entertainment. While consumer-facing products like consoles and software are often marketed as magical or ephemeral, they rely on resource-intensive infrastructures, including data centers, undersea cables, and global supply chains. Key findings emphasize that the production of these technologies involves significant environmental costs, such as the extraction of finite geological resources and the creation of hazardous e-waste, exemplified by the toxic conditions found in sites like Agbogbloshie, Ghana.
Furthermore, the document addresses the human cost of the industry, noting that the history of computing is deeply intertwined with the exploitation of labor. This includes the historical reliance on marginalized groups in Silicon Valley and the contemporary challenges of "crunch" culture, where developers face extreme, life-consuming work conditions. The scope of this critique encompasses the globalized nature of the gaming industry, spanning from the manufacturing of hardware to the "playbor" of streamers and content moderators. By integrating these perspectives into curricula, educators can move beyond utopian narratives of technology, equipping students to recognize their own complicity in, or potential to reform, the unsustainable practices currently defining the global gaming landscape.
DiGRA · 2024