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Video Game Visions of Climate Futures

Arma 3 and Implications for Games and Persuasion

Bibliographic Data

ID2409615
AuthorsBenjamin J Abraham (0000-0002-7398-9038, corresponding author), Benjamin Abraham (Penrith, New South Wales, Australia)
Year2018
Volume13
Issue1
Pages71-91
Publication date2018-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412015603844
OpenAlexW2391938325
LanguageEN
Citations received9
References cited18

This article discusses ARMA 3 (2013), a military simulation game from Bohemia Interactive. Through the prominent placement of visual representations of renewable power generation the game offers a compelling vision of the future in which current resistance to low-carbon and renewable economies have been overcome. I argue that the potential of this vision to challenge cultural futures and imaginaries is dependent on its presentation aesthetically and not, as is often suggested, on game mechanics operating in a "persuasive" mode. Instead, I argue that ARMA 3's aesthetic vision can skirt around the ideological resistances players may have against accepting more didactic modes of engagement with the highly charged and ideologically contested reality of anthropogenic climate change. In this way, I suggest ARMA 3 offers a compelling challenge to current theories about games ability to persuade or influence players

Aesthetics · Art · Economics · Epistemology · Futures contract · Futures studies · Ideology · Multimedia · Political science · Politics · Power (physics · Presentation (obstetrics · Sociology · Video game · Vision · Climate Change Communication and Perception · Computer Science · Digital Games and Media · Law · Media Influence and Health · Artificial Intelligence

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Unique citing works9
Citations per year1
Citation span2017 - 2026 (10)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 9

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