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Explorative insights: Even when an intervention does not work, students may show and report interest
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inst-fs-iad-prod.inscloudgate.net inst-fs-iad-prod.inscloudgate.net
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Organized by the art collective Project 51, Play the LA River offered fifty-one weeks of river-based play between September 2014 and September 2015to parallel the fifty-one miles of the Los Angeles River, from its inland head-waters in the San Fernando Valley to its ocean mouth in downtown LosAngeles. Described as a game of “urban exploration and imagination,” thegame invited Angelenos to discover their local river, one that many did noteven know was there or had thought lost to pavement and pollution. Playthe LA River invited participation on three fronts: first, through a playablecard deck divided into four geographical suits, with each card giving direc-tions to a particular site on the river and suggesting activities tailored to thatlocation (Figure 10)
More public and art/researcher collective collabs are needed! Long term too
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In part inspired by World without Oil and the Continuous City work of theBuilders Association, Black Cloud began as a game proposal for the DigitalMedia and Learning Competition sponsored by the MacArthur Foundation.Designed for high-school students in South Central Los Angeles and down-town Cairo, Egypt, Black Cloud was described as “a game, where studentsstudy local air quality by searching for secret neighborhood air quality sensorstations based only [sic] the air quality data the sensors transmit.”
Citizen science games are like Mozilla Open Source projects. In a way they are like Maps too, OpenFoodFacts, or Wikipedia...
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Such environments may give players the disorientingand somewhat anaesthetizing sense that this could be anywhere or nowhereat all, conveniently overlooking ecological concerns with the finite charac-ter of the natural world and entropic limitations on energy and throughput,or carrying capacity (chapter 4). In an era of widespread anxiety over climatechange, increasingly scarce fuel reserves, and population control, it shouldcome as no surprise that an especially popular recourse is the abstract, ever-receding pastoral ideal that Raymond Williams once derisively called “ababble of green fields” (in a nod to Shakespeare),10 which lurks in all themedieval and pre- or alter-industrial lands of games like Blizzard’s World ofWarcraft or Nintendo’s Legend of Zelda series, and rather explicitly in themultitudes of crop-management games like Harvest Moon (1996) and Farm-Ville. Ecological specificity and accuracy are neither necessary nor sufficientcriteria for successful commercial games, but when we measure games asinstruments of public knowledge, it suddenly becomes worthwhile to makegames that are more meaningfully local, which take seriously the goal of envi-ronmental realism—not solely in terms of visual rendering, but also in sounddesign, weather, species density and distribution, and the arrangement oforganic and inorganic actors in complex interrelation
Crazy... like free to play white. You can also check soundscape studies from games like Fortnite in Playthrough Poetics, and it's crazy how little nature embeds the area. Compare that to Red Dead 2, Rain World, Flow, Death Stranding 2, Proteus, Caves of Qud, Everything, or Kenshi
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(“Why are you playing games in here when you could be playing outside?”)seems to follow the pattern of attacks on the ecocritical project (“Why writeabout the environment when you could just go outside?”). The same flawscharacterize both avenues of questioning: not only the positing of a falselylimiting either/or but also the not altogether ridiculous supposition that theonly way to experience nature is to be exposed to the elements.
It isn't, but you are spousing a red herring here by pushing normative instrumentalism... yeah games can act as historical reminders, but to defend nature, one must be able to put their physcial body in the line. I am not denying digital activism, I am affirming that its impacts are limited, more constrained, compared to someone who engages in the Internet and in the physical world.
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Figure 5. A map of the convoluted cave system
But the lostness that metroidvanias push does not directly give them ecological validity...
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At present, most gamescommit at least one if not all of the following missteps in their realizationof in-game environments: relegating environment to background scenery,relying on stereotyped landscapes, and predicating player success on extrac-tion and use of natural resources.
Think how many movies, shows, games, are about police and military compared to social workers, or firewomen...
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link.springer.com link.springer.com
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