Playing Gaia
Simulation, Science, and the Significance of Video Games for Environmental History
Bibliographic Data
| ID | 7201750 |
|---|---|
| Authors | Camden Burd (Clemson University, corresponding author) |
| Year | 2025 |
| Volume | 31 |
| Issue | 1 |
| Pages | 171-184 |
| Publication date | 2025-12-15 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Environmental History (JOURNAL) |
| Journal identifiers | ISSN: 1084-5453 • E-ISSN: 1930-8892 |
| Publisher | University of Chicago Press (PUBLISHER • US) |
| DOI | 10.1086/738836 |
| OpenAlex | W4417334473 |
| Language | EN |
| References cited | 11 |
In 1990, video game publisher Maxis released SimEarth. Designed by Will Wright, the game tasked users to consider atmospheric, geologic, and biological variables to simulate a global system. Wright based the game on James Lovelock’s Gaia hypothesis—a theory of Earth that posited that the planet was a singular cybernetic system. Throughout gameplay, players are introduced to Lovelock’s ideas both through explicit text and implicit visual design. In short, SimEarth served as a powerful tool of argumentation for Lovelock’s Gaian system. Exploring SimEarth and Wright’s interpretation of Lovelock’s work, this essay encourages environmental historians to examine video games for their unique visual form and style of argumentation.
Argumentation theory · Game mechanics · Game theory · Interpretation (philosophy) · Style (visual arts) · Video game · Video game design · Wright · Alexander von Humboldt Studies · Digital Games and Media · Earth Systems and Cosmic Evolution
| Citation velocity | historical |
|---|---|
| Highly cited | No |