RT info:eu-repo/semantics/article T1 Environmental game design as activism T2 El diseño del juego medioambiental como activismo A1 Woolbright, Lauren K1 Video games K1 Cli-fi K1 Environment K1 Activism K1 Climate change K1 Videojuegos K1 Medio ambiente K1 Activismo K1 Cambio climático K1 Literatura K1 Literature K1 Medio ambiente K1 Environmental science AB The disconnect between climate activists and their skeptical audience is a multipart communication challenge of representing the unrepresentable. Even if we accept climate change as reality, enormous barriers standbetween humans and effective action, the first being a crisis of imagination: climate change is too big for representation, scholars such as Morton (2013) and Marshall (2014) have argued. This paper examines games that have taken climate-related themes into account and analyzes them in search of resonant design elements that might work to communicate about climate change. Focusing particularly on two independent games that stand out as climate change fiction (cli-fi), "Little Inferno" and "The Flame in the Flood", this paper highlights the narrative and representational capabilities of digital games to facilitate engaging, educational, emotional environmental experiences. Rather than focusing on doomsday, as cli-fi tends to do, there may be more effective ways to explore climate change solutions. Some of the video game design principles that could be manipulated to this end include: nonhuman avatars; dynamic game environments that impact player-characters; mechanics that reflect climate change characteristics; and reliance on player ethics. If game design can persuasively communicate about climate change and encourage players to innovate solutions, games may have the potential to turn play into activism. PB Universidad de Alcalá SN 2171-9594 YR 2017 FD 2017 LK http://hdl.handle.net/10017/31330 UL http://hdl.handle.net/10017/31330 LA eng DS MINDS@UW RD 07-dic-2023