Digital Games After Climate Change
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Digital Games After Climate Change
Author | : Benjamin J. Abraham |
Publsiher | : Palgrave Macmillan |
Total Pages | : 254 |
Release | : 2022-04-08 |
Genre | : Social Science |
ISBN | : 3030917045 |
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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
Author | : Benjamin J. Abraham |
Publsiher | : Springer Nature |
Total Pages | : 263 |
Release | : 2022-03-07 |
Genre | : Social Science |
ISBN | : 9783030917050 |
Download Digital Games After Climate Change Book in PDF, Epub and Kindle
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
Author | : Ella Jisun Kim |
Publsiher | : Anthem Press |
Total Pages | : 146 |
Release | : 2020-04-20 |
Genre | : Science |
ISBN | : 9781785273254 |
Download Cities Climate Change and Public Health Book in PDF, Epub and Kindle
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
Author | : Jørgen Bruhn,Niklas Salmose |
Publsiher | : Lexington Books |
Total Pages | : 213 |
Release | : 2023-12-11 |
Genre | : Social Science |
ISBN | : 9781793653277 |
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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.
The SAGE Handbook of the Digital Media Economy
Author | : Terry Flew,Jennifer Holt,Julian Thomas |
Publsiher | : SAGE |
Total Pages | : 642 |
Release | : 2022-09-23 |
Genre | : Language Arts & Disciplines |
ISBN | : 9781529762129 |
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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
Author | : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt,Raven Rusch |
Publsiher | : transcript Verlag |
Total Pages | : 405 |
Release | : 2022-08-31 |
Genre | : Social Science |
ISBN | : 9783839462003 |
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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.
The Routledge Handbook of Ecomedia Studies
Author | : Antonio López,Adrian Ivakhiv,Stephen Rust,Miriam Tola,Alenda Y. Chang,Kiu-wai Chu |
Publsiher | : Taylor & Francis |
Total Pages | : 561 |
Release | : 2023-08-23 |
Genre | : Social Science |
ISBN | : 9781000955606 |
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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.
Red Dead Redemption
Author | : John Wills,Esther Wright |
Publsiher | : University of Oklahoma Press |
Total Pages | : 240 |
Release | : 2023-03-30 |
Genre | : Games & Activities |
ISBN | : 9780806192598 |
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While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture. In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.