Playing Nature

Playing Nature

Author: Alenda Y. Chang

Publisher: U of Minnesota Press

Published: 2019-12-31

Total Pages: 293

ISBN-13: 145296226X

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A potent new book examines the overlap between our ecological crisis and video games Video games may be fun and immersive diversions from daily life, but can they go beyond the realm of entertainment to do something serious—like help us save the planet? As one of the signature issues of the twenty-first century, ecological deterioration is seemingly everywhere, but it is rarely considered via the realm of interactive digital play. In Playing Nature, Alenda Y. Chang offers groundbreaking methods for exploring this vital overlap. Arguing that games need to be understood as part of a cultural response to the growing ecological crisis, Playing Nature seeds conversations around key environmental science concepts and terms. Chang suggests several ways to rethink existing game taxonomies and theories of agency while revealing surprising fundamental similarities between game play and scientific work. Gracefully reconciling new media theory with environmental criticism, Playing Nature examines an exciting range of games and related art forms, including historical and contemporary analog and digital games, alternate- and augmented-reality games, museum exhibitions, film, and science fiction. Chang puts her surprising ideas into conversation with leading media studies and environmental humanities scholars like Alexander Galloway, Donna Haraway, and Ursula Heise, ultimately exploring manifold ecological futures—not all of them dystopian.


The Environmental Humanities

The Environmental Humanities

Author: Robert S. Emmett

Publisher: MIT Press

Published: 2017-10-13

Total Pages: 247

ISBN-13: 0262342308

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A concise overview of this multidisciplinary field, presenting key concepts, central issues, and current research, along with concrete examples and case studies. The emergence of the environmental humanities as an academic discipline early in the twenty-first century reflects the growing conviction that environmental problems cannot be solved by science and technology alone. This book offers a concise overview of this new multidisciplinary field, presenting concepts, issues, current research, concrete examples, and case studies. Robert Emmett and David Nye show how humanists, by offering constructive knowledge as well as negative critique, can improve our understanding of such environmental problems as global warming, species extinction, and over-consumption of the earth's resources. They trace the genealogy of environmental humanities from European, Australian, and American initiatives, also showing its cross-pollination by postcolonial and feminist theories. Emmett and Nye consider a concept of place not synonymous with localism, the risks of ecotourism, and the cultivation of wild areas. They discuss the decoupling of energy use and progress, and point to OECD countries for examples of sustainable development. They explain the potential for science to do both good and harm, examine dark visions of planetary collapse, and describe more positive possibilities—alternative practices, including localization and degrowth. Finally, they examine the theoretical impact of new materialism, feminism, postcolonial criticism, animal studies, and queer ecology on the environmental humanities.


Disability Studies and the Environmental Humanities

Disability Studies and the Environmental Humanities

Author: Sarah Jaquette Ray

Publisher: U of Nebraska Press

Published: 2017-06

Total Pages: 682

ISBN-13: 1496201671

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Although scholars in the environmental humanities have been exploring the dichotomy between "wild" and "built" environments for several years, few have focused on the field of disability studies, a discipline that enlists the contingency between environments and bodies as a foundation of its scholarship. On the other hand, scholars in disability studies have demonstrated the ways in which the built environment privileges some bodies and minds over others, yet they have rarely examined the ways in which toxic environments engender chronic illness and disability or how environmental illnesses disrupt dominant paradigms for scrutinizing "disability." Designed as a reader for undergraduate and graduate courses, Disability Studies and the Environmental Humanities employs interdisciplinary perspectives to examine such issues as slow violence, imperialism, race, toxicity, eco-sickness, the body in environmental justice, ableism, and other topics. With a historical scope spanning the seventeenth century to the present, this collection not only presents the foundational documents informing this intersection of fields but also showcases the most current work, making it an indispensable reference.


The Routledge Companion to the Environmental Humanities

The Routledge Companion to the Environmental Humanities

Author: Ursula K. Heise

Publisher: Routledge

Published: 2017-01-06

Total Pages: 1051

ISBN-13: 1317660188

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The Routledge Companion to the Environmental Humanities provides a comprehensive, transnational, and interdisciplinary map to the field, offering a broad overview of its founding principles while providing insight into exciting new directions for future scholarship. Articulating the significance of humanistic perspectives for our collective social engagement with ecological crises, the volume explores the potential of the environmental humanities for organizing humanistic research, opening up new forms of interdisciplinarity, and shaping public debate and policies on environmental issues. Sections cover: The Anthropocene and the Domestication of Earth Posthumanism and Multispecies Communities Inequality and Environmental Justice Decline and Resilience: Environmental Narratives, History, and Memory Environmental Arts, Media, and Technologies The State of the Environmental Humanities The first of its kind, this companion covers essential issues and themes, necessarily crossing disciplines within the humanities and with the social and natural sciences. Exploring how the environmental humanities contribute to policy and action concerning some of the key intellectual, social, and environmental challenges of our times, the chapters offer an ideal guide to this rapidly developing field.


Video Games and Environmental Humanities

Video Games and Environmental Humanities

Author: Kelly I. Aliano

Publisher: Palgrave Macmillan

Published: 2024-11-01

Total Pages: 0

ISBN-13: 9783031679797

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This edited collection investigates topics related to environmental humanities through their inclusion, exploration, or critique in contemporary video games. It focuses on how video games are a site for creating and interacting within environments, with analysis that showcases how environments are shaped within video games as well as serve as a reflection of our real world. This crossroad between the virtual and the real allows us to consider the ways in which the concepts, theories, and issues facing our real-world environment can be understood and studied through video games, particularly via the power of interactive play to teach. This book looks into how video games might empower their players to make real-world change through their immersive environments. Finally, the volume offers a consideration of ecological crises through an exploration of post-apocalyptic narratives in a wide variety of video games. This close textual analysis of video game narratives and play structures allows insight into how and why such stories were crafted and explores the various intersections between these fictional play environments and the conditions of our real world.


Wasteocene

Wasteocene

Author: Marco Armiero

Publisher: Cambridge University Press

Published: 2021-05-20

Total Pages: 133

ISBN-13: 1108922155

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Humans may live in the Anthropocene, but this does not affect all in the same way. How would the Anthropocene look if, instead of searching its traces in the geosphere, researchers would look for them in the organosphere, in the ecologies of humans in their entanglements with the environment? Looking at this embodied stratigraphy of power and toxicity, more than the Anthropocene, we will discover the Wasteocene. The imposition of wasting relationships on subaltern human and more-than-human communities implies the construction of toxic ecologies made of contaminating substances and narratives. While official accounts have systematically erased any trace of those wasting relationships, another kind of narrative has been written in flesh, blood, and cells. Traveling between Naples (Italy) and Agbogbloshie (Ghana), science fiction and epidemic outbreaks, this Element will take the readers into the bowels of the Wasteocene, but it will also indicate the commoning practices which are dismantling it.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Video Games and Creativity

Video Games and Creativity

Author:

Publisher: Academic Press

Published: 2015-08-03

Total Pages: 330

ISBN-13: 0128017058

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Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes