Skip to main content

Simulated Climate in Ecological Games: Mediating Climate Change to Endow Players with Transformative Agency

  • Living reference work entry
  • First Online:
The Palgrave Handbook of Intermediality

Abstract

The chapter introduces the reader to the challenges of using games as media for communicating climate change and to ecocritical work done on climate change games. It begins by summarizing the state of the wider field of media studies on ecological media and highlights the usefulness of games as thought experiments that promote systems thinking. The chapter then proceeds to give an intermedial account of how scientifically produced knowledge is transposed from the realm of fact to that of fiction, specifically, on how truth claims migrate to algorithmic environments. Understanding video games as tools for representing complexity, it then focuses on two classes of digital games, so-called god games and grand strategy games, and uses SimEarth and Sid Meier’s Civilization VI: Gathering Storm as case studies for discussing how game designers can use the medial properties of video games to simulate human agency’s effects on the climate system. Additionally, the chapter demonstrates the capabilities of modern hobby board gaming to provide a different perspective on the same representational problem, using mechanics more congenial to board gaming, such as negotiation. Using Kyoto, Keep Cool, Tipping Point, and CO2: Second Chance as illustrations, the chapter establishes ludo-textual analysis and ludic discourse analysis as key scholarly methods for investigating how scientific knowledge is transmitted in games but also for exposing the ideological assumptions behind various game mechanics.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Similar content being viewed by others

References

Games Cited

  • Blue Byte. 1993. The Settlers. Blue Byte.

    Google Scholar 

  • Bullfrog Productions. 1989. Populous. Electronic Arts.

    Google Scholar 

  • Crytivo Interactive. n.d. The Universim. (Forthcoming)

    Google Scholar 

  • Drover, Glenn. 2002. Sid Meier's Civilization: The Boardgame. Eagle-Gryphon Games.

    Google Scholar 

  • Eisenack, Klaus, and Gerhard Petschel-Held. 2004. Keep Cool. Spieltrieb.

    Google Scholar 

  • Firaxis Games. 2001. Sid Meier’s Civilization III. Infogrames.

    Google Scholar 

  • ———. 2019. Sid Meier’s Civilization VI: Gathering Storm. Expansion Pack. 2K Games.

    Google Scholar 

  • Harrer, Sabine, and Johannes Krenner. 2020. Kyoto: Money Makes the World Go Down. Deep print Games.

    Google Scholar 

  • Impressions Games. 1992. Caesar. Sierra On-Line.

    Google Scholar 

  • Leacock, Matt. 2008. Pandemic. Z-Man Games.

    Google Scholar 

  • Lionhead Studios. 2001. Black & White. Electronic Arts.

    Google Scholar 

  • Max Design. 1998. Anno 1602: Creation of a New World. Sunflowers Interactive.

    Google Scholar 

  • Maxis. 1999. SimCity. Maxis: Design by Will Wright.

    Google Scholar 

  • ———. 1990. SimEarth. Maxis: Design by Will Wright.

    Google Scholar 

  • MicroProse. 1991. Sid Meier’s Civilization. MicroProse.

    Google Scholar 

  • Smith, Ryan. 2020. Tipping Point. Treeceratops Games.

    Google Scholar 

  • Tresham, Francis. 1980. Civilization. Avalon Hill.

    Google Scholar 

  • ———. 1986. 1830: The Game of Railroads and Robber Barons. Avalon Hill.

    Google Scholar 

  • Wilson, Kevin. 2010. Sid Meier's Civilization: The Board Game. Fantasy Flight Games.

    Google Scholar 

Works Cited

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Péter Kristóf Makai .

Editor information

Editors and Affiliations

Section Editor information

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive licence to Springer Nature Switzerland AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Makai, P.K. (2023). Simulated Climate in Ecological Games: Mediating Climate Change to Endow Players with Transformative Agency. In: Bruhn, J., López-Varela, A., de Paiva Vieira, M. (eds) The Palgrave Handbook of Intermediality. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-91263-5_51-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-91263-5_51-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-91263-5

  • Online ISBN: 978-3-030-91263-5

  • eBook Packages: Springer Reference Literature, Cultural and Media StudiesReference Module Humanities and Social SciencesReference Module Humanities

Publish with us

Policies and ethics