Title Statements
- Full title :Digital games after climate change / Benjamin J. Abraham.
Summary
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.
Read More ↓Edition Statements
- Publication Date:2022
Publication Statements
- Publisher(s):Springer
- Place of Publication:Cham, Switzerland
- Language:eng
- Publication Date:2022
The Physical Object
- Description:1 online resource
Edition Identifiers
- ISBN:9783030917050, 3030917053
- DOI:10.1007/978-3-030-91705-0
- oclc:on1302688882
- LC Classification:HD9993.E452
- Dewey Decimal:338.477948
Table of Contents
Chapter 1. Why Games and Climate Change? -- Chapter 2. How can games save the world? -- Chapter 3. What is an ecological game? -- Chapter 4. How much energy does it take to make a videogame -- Chapter 5. The carbon footprint of games distribution -- Chapter 6. The carbon footprint of playing games -- Chapter 7. The Periodic Table of Torture -- Chapter 8. Where to from here?.
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Digital Games After Climate Change -- (.pdf)
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