DIGITAL GAMES AFTER CLIMATE CHANGE

Benjamin Abraham



 

​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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover

9783030917043

2022

269

English

eBook

N/A

2022

269

 

TAGS


Authors: #BenjaminAbraham

Publishers: #PalgraveMacMillan (Palgrave MacMillan)

Languages: #English

Format: #Hardcover #eBook

Accessibility: #TextToSpeech #ScreenReader #EnhancedTypesetting

Year: #Year2022

Genres: #GameStudies


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

N/A

Circular Library
VG Logo.png

THE
VIDEO GAME LIBRARY

YOUR ONE STOP RESOURCE ON BOOKS ABOUT GAMES