1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperUniversité du Québec à Montréal
The account identifies accurate ecosystem replication, meaningful player agency, changes of scale, and emotional engagement as shared traits.
Video games are examined here as a potential vehicle for ecological awareness, with the central claim that they can make abstract environmental threats concrete through several design strategies. The analysis argues that games can offer eco-centric perspectives by letting players inhabit non-human avatars, depict humans as interconnected with nature and technology, and explicitly name anthropogenic causes of climate change. Titles such as Stray, Abzû, Everything, and Planet Zoo are cited as examples, alongside mini-ecosystem games like Yonder, Alba, and the board game CO2: Second Chance, which replicate ecological systems at a manageable scale.
Effective eco-games, according to this account, share a set of design features: accurate ecosystem replication, meaningful player agency, changes of scale, and emotional engagement. The work is equally attentive to pitfalls. It identifies a tendency to overrely on technological fixes, to idealize nature-based labor, and to reproduce orientalism and speciesism, sometimes rewarding the very exploitation of natural resources that such games seek to critique. A notable illustration is the Solutions board game, in which only eight of its 76 solution cards propose sociocultural rather than technological change.
A reception study of Abzû, drawing on 2,421 player comments across 14 platforms, provides the principal empirical grounding. It found that only a minority of players discussed the game's environmental message, and none identified perpetual growth under petrocapitalism as a driver of ecosystem devastation. The analysis is therefore candid that claims about actual player impact remain largely theoretical. The authors call for further reception research, including investigation of whether pedagogical settings with facilitators such as teachers or social workers can strengthen the ecological awareness that games alone may not reliably produce.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.