Digital Games After Climate Change: Palgrave Studies in Media and Environmental Communication
Autor Benjamin J. Abrahamen Limba Engleză Paperback – 9 mar 2023
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Paperback (1) | 679.55 lei 43-57 zile | |
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Specificații
ISBN-13: 9783030917074
ISBN-10: 303091707X
Pagini: 254
Ilustrații: XV, 254 p. 4 illus.
Dimensiuni: 148 x 210 x 19 mm
Greutate: 0.33 kg
Ediția:1st ed. 2022
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria Palgrave Studies in Media and Environmental Communication
Locul publicării:Cham, Switzerland
ISBN-10: 303091707X
Pagini: 254
Ilustrații: XV, 254 p. 4 illus.
Dimensiuni: 148 x 210 x 19 mm
Greutate: 0.33 kg
Ediția:1st ed. 2022
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria Palgrave Studies in Media and Environmental Communication
Locul publicării:Cham, Switzerland
Cuprins
Chapter 1. Why Games and Climate Change?.- Chapter 2. How can games save the world?.- Chapter 3. What is an ecological game?.- Chapter 4. How much energy does it take to make a videogame.- Chapter 5. The carbon footprint of games distribution.- Chapter 6. The carbon footprint of playing games.- Chapter 7. The Periodic Table of Torture.- Chapter 8. Where to from here?.
Notă biografică
Benjamin J. Abraham has spent the past decade researching digital media and videogames sustainability. He was previously a lecturer in digital and social media at the University of Technology Sydney, an affiliate of the Climate Justice Research Centre, and has recently moved on from academia.
Textul de pe ultima copertă
"This is a book every game designer, publisher, and player needs to read. From calculating the footprint of shipping disks to itemizing every toxic metal inside a game console, Abraham paints a detailed portrait of the many ways in which creating and playing games is harmful to our global environment. You will never play a videogame the same way again."
— Eric Zimmerman, Game designer & Arts Professor, NYU Game Center.
— Brendan Keogh, Chief Investigator, Digital Media Research Centre (QUT) & President, Digital Games Research Association of Australia.
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.
Benjamin J. Abraham has spent the past decade researching digital media and videogames sustainability. He was previously a lecturer in digital and social media at the University of Technology Sydney, an affiliate of the Climate Justice Research Centre, and has recently moved on from academia.
Caracteristici
Comprehensively measures the carbon footprint of digital games industry through game development, distribution, and play Intervenes in debates around games powers of persuasion and their ability to catalyse climate consciousness in players Provides practical actions that the digital games industry can take to reduce its climate impact and carbon emissions