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Chapter 9 - Digital Games

from Part I - Anthropocene Forms

Published online by Cambridge University Press:  28 July 2021

John Parham
Affiliation:
University of Worcester
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Summary

What does it mean to build digital worlds in the Anthropocene? Despite their compromised provenance, computer and video games offer a potent avenue for designing and partaking in environmental scenarios. As a review of the varied approaches to ludic world design suggests, differences in opinion as to who or what constitutes a viable game world – broadly speaking, designers, players, software or spaces – bear on environmental impasses in our shared world, which is marked by multispecies entanglements and obligations. If the essence of world-building lies primarily not in a singular, authorial intent or vision but in a collective imagining and realisation, then designed worlds may serve as both inspirations and cautionary tales for our ecologically compromised times.

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Publisher: Cambridge University Press
Print publication year: 2021

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  • Digital Games
  • Edited by John Parham, University of Worcester
  • Book: The Cambridge Companion to Literature and the Anthropocene
  • Online publication: 28 July 2021
  • Chapter DOI: https://doi.org/10.1017/9781108683111.011
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  • Digital Games
  • Edited by John Parham, University of Worcester
  • Book: The Cambridge Companion to Literature and the Anthropocene
  • Online publication: 28 July 2021
  • Chapter DOI: https://doi.org/10.1017/9781108683111.011
Available formats
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To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Digital Games
  • Edited by John Parham, University of Worcester
  • Book: The Cambridge Companion to Literature and the Anthropocene
  • Online publication: 28 July 2021
  • Chapter DOI: https://doi.org/10.1017/9781108683111.011
Available formats
×