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- Makai, Péter Kristóf, 1988-
(författare)
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Climate Change on Cardboard : Ecological Eurogames
- 2020
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Ingår i: Paradoxa. - Vashon Island, WA : Paradoxa. - 1079-8072. ; :31, s. 77-104
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Tidskriftsartikel (refereegranskat)abstract
- The article examines how climate change has been simulated in modern hobby boardgaming. It argues that, like other playful media, board games are an important vehicle for the communication of the scientific principles behind climate change because learning and applying the rules of the game imply a tacit acceptance of the logic of climate change, and the players’ agency activate problem-solving skills that highlight the social and political aspects of climate change action. The article investigates four board games, 20th Century, CO2: Second Chance, Rescue Polar Bears: Data and Temperature, and Keep Cool, including modifications to the original rules of CO2, to demonstrate the wealth and breadth of representing how human actions factor into the current climate crisis. Methodologically, the author merges theories from game studies and science communication to highlight how playful mechanisms can elucidate the abstract, sometimes barely perceptible changes of the climate to lay players.
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3. |
- Makai, Péter Kristóf, 1988-
(författare)
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Three Ways of Transmediating a Theme Park : Spatializing Storyworldsin Epic Mickey, the Monkey Island Series and Theme Park Management Simulators
- 2020
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Ingår i: Transmediations. - New York & London : Routledge. - 9780367244866 - 9780429282775 ; , s. 164-185
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Bokkapitel (refereegranskat)abstract
- This chapter investigates how mass entertainment venues have been transformed into digital games. Analyzing Walt Disney’s Epic Mickey, the Monkey Island adventure game series, and theme park simulators such as Rollercoaster Tycoon showcases how games can transmediate individual theme parks and rides, the cultural logic of immersion in theme parks and the economic logic of ludic capitalism, respectively. The author identifies the phenomenon of “transmediation by proxy” as an attempt to use transmediation to make the metaleptical premise of digital games more believable, and “transmediation by bootstrapping” to highlight the extranarratival motivation for some storytelling solutions in said games.
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