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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A Crisis of the Imagination: Games as a Tool for Visualizing Potential Futures

Kvist, Joakim January 2023 (has links)
In order for the societal paradigm to shift in favor of climate-conscious practices and behaviors, it is clear that new and radically different perspectives need to be introduced to the public’s perception of climate change and sustainability. Humanity is currently suffering from a crisis of the imagination; the illustrious yet hegemonic worldview that we have exhausted all options available to us in the face of climate change. This locks our future in to a set trajectory, as other options that may be unlikely yet possible and (un)desirable are ignored. Through the use of interactive media, specifically commercial video games, such radically different perspectives on the future can be presented to large audiences on a global scale and with instantaneous distribution. Commercial games are able to, through the interplay between interactivity, narrative intrigue and symbolic/ empathetic resonance, create worldmaking interactions which may in turn lead to escape velocity; a possible way to break free of the crisis of the imagination. The empirical foundation for the thesis was gathered through interviews with gamers from all over the world, in which participants shared their stories about gaming, sustainability and climate change. The thesis found that commercial video games are able to aid in the visualization of potential futures by offering worldmaking interactions. The strongest argument for using commercial video games as a conduit for worldmaking interactions seem to be their ability to appeal to our sense of empathy. Further, the thesis found that in this, commercial games are in some ways superior to serious games, though a joining of aspects from both types of games seem to hold greater potential still. Arguments can be made that commercial games lack transferability of experience, though the empirical results of this thesis seem to at least partially discredit this. Further research is needed to assert this fact more firmly. Keeping the empirical results in mind, the thesis offers a simple framework for developers to use in the development of commercially viable games aimed at worldmaking interactions for sustainability.

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