Gaming for Ecological Activism
A Multidimensional Model for Networks Articulated Through Video Games
Bibliographic Data
| ID | 18953653 |
|---|---|
| Authors | Gaia Amadori (0000-0002-8270-4225, Università Cattolica del Sacro Cuore, corresponding author) |
| Year | 2024 |
| Volume | 19 |
| Issue | 5 |
| Pages | 551-570 |
| Publication date | 2024-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/15554120231170141 |
| OpenAlex | W4366597481 |
| Language | EN |
| Citations received | 2 |
| References cited | 29 |
In the past 2 decades, reflections on video games’ ideological and political aspects—and their overarching media ecosystems—have grown. Despite this, few contributions focus on environmental issues, mainly empirically-oriented studies or ecocritical contributions vis-à-vis shared models and systematizations. Starting from the “To The Last Tree Standing” campaign carried out in 2017 for Greenpeace Poland to stop the deforestation of the Białowieża forest, this research sets out to elaborate an analytical model to outline the constitutive dimensions to be taken into account in analyses of how video games and environmental activism can intersect in a specific intentional communicative instance. The results, which relied on semi-structured interviews with executives and designers ( n = 3) and inductive thematic analysis and sentiment analysis of the YouTube comments, delineate three initial categories ( controversy, campaign network, and game ecosystem). This evidence highlights new development trajectories for studying the intersection between the gaming world and ecological activism
Environmental communication · Geography · Ideology · Multimedia · Political science · Politics · Qualitative research · Social science · Sociology · Thematic analysis · Video game · Computer Science · Digital Games and Media · Media Influence and Health · Media, Gender, and Advertising · Ecology
Applied Thematic Analysis
Streaming on twitch
Serious games on environmental management
Making Democracy Fun
Digital Games After Climate Change
Persuasive Games
Playing with sustainability
The Validity of Sentiment Analysis
Reality Play
Exploring the affordances of smart toys and connected play in practice
Co-creating games
A framework for climate change engagement through video games
Where Everybody Knows Your (Screen) Name
The impacts of live streaming and Twitch.tv on the video game industry
The Ecology of Games
Diving in magma
What is Wrong with Social Theory
Minecraft and the Building Blocks of Creative Individuality
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |