Overview
- 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
Part of the book series: Palgrave Studies in Media and Environmental Communication (PSMEC)
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About this book
​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.
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Table of contents (8 chapters)
Reviews
"Digital Games After Climate Change confronts the biggest, most urgent existential questions facing videogame makers, players, and researchers: what do we do when the planet is too hot to play digital games? How do digital games themselves contribute to the worsening conditions of our planet? Benjamin Abraham provides answers to these questions that are equal parts startling and instructive, speculative and grounded, critical and hopeful. Moving past too-easy solutions such as designing games that educate about impending ecologic collapse, Abraham provides a sweeping and revealing examination of the material realities underpinning both the production and consumption of digital games. The rare minerals hidden inside the PlayStation 4, the energy usage of both large and small production studios, the logistics of distributing physical games across the world all make themselves known here. Digital Games After Climate Change is important, engaging, and unlike anything else being written about digital games. This is urgently required reading for anyone with an interest in digital games and saving the planet." —Brendan Keogh, Chief Investigator, Digital Media Research Centre (QUT) & President, Digital Games Research Association of Australia.
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Bibliographic Information
Book Title: Digital Games After Climate Change
Authors: Benjamin J. Abraham
Series Title: Palgrave Studies in Media and Environmental Communication
DOI: https://doi.org/10.1007/978-3-030-91705-0
Publisher: Palgrave Macmillan Cham
eBook Packages: Literature, Cultural and Media Studies, Literature, Cultural and Media Studies (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022
Hardcover ISBN: 978-3-030-91704-3Published: 08 March 2022
Softcover ISBN: 978-3-030-91707-4Published: 09 March 2023
eBook ISBN: 978-3-030-91705-0Published: 07 March 2022
Series ISSN: 2634-6451
Series E-ISSN: 2634-646X
Edition Number: 1
Number of Pages: XV, 254
Number of Illustrations: 4 b/w illustrations