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The paper argues that video games should be analyzed as nodes linking NGOs, corporations, public institutions, developers and gaming communities.
This paper by Gaia Amadori examines how digital games, specifically the sandbox title Minecraft, can serve as platforms for environmental education and ecological activism. Its central argument is that video games should be analyzed not as isolated software products but as nodes within a broader network of stakeholders, including NGOs, corporations, public institutions, developers, and gaming communities. The paper proposes an analytical model built on three dimensions: the ecological issue addressed, the network of actors, and the video game ecosystem, which includes game assets, affordances, and paratextual elements such as user-generated content and streamer discussions.
The Greenpeace "To The Last Tree Standing" campaign is presented as a notable precedent. It recreated Poland's Białowieża Forest in Minecraft and, after gaining traction among young players and streamers, altered the map to show near-total deforestation. According to the paper, the campaign reached millions and contributed to public pressure that helped halt real-world logging there. The author also situates the work within two strands of existing scholarship: empirical reviews of serious games for climate engagement and ecocritical studies of games' formal properties.
The empirical basis consists of semi-structured interviews with three campaign or software developers and three corporate or institutional representatives, alongside content analysis of campaign websites, media coverage, and user-generated material on Facebook, YouTube, and Twitch. The two case studies are a 2021 institutional Minecraft map of the Venetian lagoon and a 2020 corporate project in which pupils modeled a local power plant's water use in the Po Valley. Findings highlight the need for interdisciplinary trust, the frequent dominance of branding objectives over educational goals, and the risk of the "chocolate-covered broccoli" effect, where entertainment and learning are poorly integrated. The author argues the model is transferable to other genres, though this remains untested within the study.
International Journal of Role-Playing · 2026