<b>Environmental Game Design as Activism</b> // El diseño del juego medioambiental como activismo
DOI:
https://doi.org/10.37536/ECOZONA.2017.8.2.1350Keywords:
Video games, cli-fi, environment, activism, climate change // Videojuegos, medio ambiente, activismo, cambio climáticoAbstract
The disconnect between climate activists and their skeptical audience is a multipart communication challenge of representing the unrepresentable. Even if we accept climate change as reality, enormous barriers stand between humans and effective action, the first being a crisis of imagination: climate change is too big for representation, scholars such as Morton (2013) and Marshall (2014) have argued. This paper examines games that have taken climate-related themes into account and analyzes them in search of resonant design elements that might work to communicate about climate change. Focusing particularly on two independent games that stand out as climate change fiction (cli-fi), Little Inferno and The Flame in the Flood, this paper highlights the narrative and representational capabilities of digital games to facilitate engaging, educational, emotional environmental experiences. Rather than focusing on doomsday, as cli-fi tends to do, there may be more effective ways to explore climate change solutions. Some of the video game design principles that could be manipulated to this end include: nonhuman avatars; dynamic game environments that impact player-characters; mechanics that reflect climate change characteristics; and reliance on player ethics. If game design can persuasively communicate about climate change and encourage players to innovate solutions, games may have the potential to turn play into activism.
Resumen
La desconexión entre los activistas climáticos y su audiencia escéptica es un reto multiparte de comunicación para representar lo irrepresentable. Incluso si aceptamos el cambio climático como una realidad, existen enormes barreras entre los humanos y la acción efectiva: la primera es una crisis de la imaginación ya que el cambio climático es demasiado grande para su representación, tal y como argumentan académicos como Morton (2013) y Marshall (2014). Este ensayo analiza juegos que han tenido en cuenta temas relacionados con el clima y los analiza en búsqueda de elementos de diseño resonantes que pudieran funcionar a la hora de comunicar sobre el cambio climático. Centrándose en particular en dos juegos independientes que destacan como ficción de cambio climático (cli-fi), Little Inferno y The Flame in the Flood, este trabajo recalca las capacidades narrativas y representacionales de los juegos digitales a la hora de facilitar experiencias cautivadoras, educativas, emotivas y medioambientales. En vez de centrarse en el día del juicio, como tiende a hacer la cli-fi, pueden existir formas más efectivas de explorar soluciones al cambio climático. Algunos de los principios del diseño de videojuegos que pueden manipularse para este fin incluyen: avatares no-humanos; entornos de juegp dinámicos que impactan en los personajes-jugadores; mecánicas que reflejan las características del cambio climático; y la dependencia en la ética del jugador. Si el diseño de juegos puede comunicar persuasivamente sobre el cambio climático y animar a los jugadores a innovar en cuanto a soluciones, los juegos pueden tener el potencial de convertir el juego en activismo.
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