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Description
Video Games as Ecomedia explores digital games as powerful examples of “ecomedia”- media that addresses the complex relationships between technology, culture, and the environment by delving into the intricate intersection of these spheres in a wide range of video games to offer a fresh lens for game studies.
The chapters illuminate the ways storytelling, technological elements (graphics, sound, mechanics, etc.), and ethical design practices shape and are shaped by environmental problems, themes, and discourses. Recognizing the importance of play, the book investigates how video games encourage players to explore and reflect on environmental topics, and through critical analyses of player practices, affect, and more, contributors underscore that video games can equip players with a deeper understanding of ecological problems.
Discussions in the collection's chapters include: how walking simulators in games like Dear Esther, Proteus, ABZÛ, and Stray simultaneously allow connection with and dissociation from the complexities of real-world ecologies; the concept of zoopoetics as a lens to analyze nonhuman animals in video games such as Untitled Goose Game and Red Dead Redemption to allow players to consider animality, materiality, and agency in nuanced ways that challenge anthropocentrism; how the game Hexostasis illustrates the intricate connections between environmental agents through experimentation as players strive to achieve ecological goals, manage resources, and traverse the land while preserving ecological equilibrium. These discussions demonstrate that games often help players imagine responsible ways of engaging with the environment that extend beyond their digital worlds.
Table of Contents
List of Tables
List of Contributors
Acknowledgements
An Introduction to Video Games as Ecomedia
Melissa Bianchi (Nova Southeastern University, USA)
PART I: NATURE
1. The Ecology of the Undead: Reconceptualizing Zombiism in Videogames
Lawrence May (Waipapa Taumata Rau/ University of Auckland, Aotearoa/ New Zealand)
2.Toward a Zoopoetics of Ludic Animals
Morgan Yu Hao (City University of Hong Kong)
3. What Ecofeminism Has to Teach Us About Raising Ecological Awareness through Games
Gabrielle Trépanier-Jobin (University of Québec, Montréal, Canada)
4. Tentacular Kinship, Survivance, and the Posthuman Trifecta of Xenoblade Chronicles 2
Alexandre Paquet (University of Toronto, Canada)
PART II: DESIGN
5. Ecological Involvement in Walking Simulators
Jonathan Kelleher Skjøtt (Aalborg University, Denmark)
6. Unstable Ground: Modeling Environmental Change in Digital Games
Ian Costello (University of California Santa Cruz, USA)
7. Hexostasis: A Game Design Study on Environmental Justice through In-Game Ecologies and Player Impact
Ahu Yolaç (Lawrence Technological University, USA)
8. Playing for Climate Balance: A Manifesto and Example
Maxwell Foxman (University of Oregon, USA), Waseq Rahman (Creighton University, USA), and Robin FitzClemen (University of Oregon, USA)
PART III: PLAY
9. Ecological Handprints: Slow Healing, Caretaking, and the Plight of Mother Nature in Death Stranding
Caighlan Smith (Memorial University of Newfoundland, Canada)
10. Deciding Post-Apocalyptic Anthromes in Armored Core VI: Fires of Rubicon
Jacob G. Price (Utah Valley University, USA)
11. Something Picked This Way Comes: Playing Pikmin to Feel Small When the World Is So Big
Jacob Euteneuer (Hampden-Sydney College, USA)
12. The Slow Regard of a Terminal Season: Apocalypse and Environmental Memory in Season: A Letter to the Future
Kaitlin Moore (Wake Forest University, USA)
Index
Product details
| Published | 10 Dec 2026 |
|---|---|
| Format | Hardback |
| Edition | 1st |
| Pages | 288 |
| ISBN | 9798765149508 |
| Imprint | Bloomsbury Academic |
| Illustrations | 20 bw illus |
| Dimensions | 216 x 140 mm |
| Series | Approaches to Digital Game Studies |
| Publisher | Bloomsbury Publishing |

























