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Book Cover
E-book
Author Abraham, Benjamin, 1991-

Title Digital games after climate change / Benjamin J. Abraham
Published Cham, Switzerland : Springer, [2022]

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Description 1 online resource
Series Palgrave studies in media and environmental communication
Palgrave studies in media and environmental communication.
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?
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
Bibliography Includes bibliographical references and index
Notes Description based on online resource; title from digital title page (viewed on March 14, 2022)
Subject Video games industry -- Environmental aspects
Canvis climĂ tics.
Videojocs -- Aspectes ambientals.
Form Electronic book
ISBN 9783030917050
3030917053