Notice bibliographique
Résumé
Environmental historian William Cronon believes “storytelling is inherently a moral activity” that can disrupt the “paradox of modernity”, our unprecedented interconnectedness at present coupled with a widespread inability to see it, by inculcating a richer understanding of the world (Reardon & Cronon, 2017, 25:35, 32:45). Part of the difficulty in addressing environmental issues such as climate change is the challenge in inculcating an ecologically realistic perspective outside of our learned reductive anthropocentric lens. This might explain why storytelling through conventional climate communications has largely been ineffective (As, 2022, p. 16). Technological fixes that do not account for the entangled ways in which the world relates with itself end up reproducing the same metabolic rifts and slow violence that characterizes our current milieu. At the same time, entertainment media, inclusive of film, television, and more recently games, have quickly become one of the predominant forms of storytelling (Gitnux 2023), and present novel means of communicating such entanglement. Alenda Chang argues all forms of mass media “encapsulate tacit ecological lessons that partially shape our sense of environmental self-efficacy”, but games and their interactivity in particular can transform “abstract information and otherwise distant threats of ecological calamity” into “operable form” (2019, 15). David OReilly’s Everything, a simulative game, intensifies this, allowing players to traverse a procedurally generated universe through the perspectives of literally everything that exists in the game. This includes thousands of things, from an oxygen atom, to a cigarette butt, to a mountain lion, to a galaxy. In my paper, I carry out an ecocritical analysis of Everything, focusing on its narrative, mechanical, and visual rhetoric, to evaluate how it might confer a sense of who we are as an entangled ecological entity. I employ methods from literary criticism and game studies to interrogate how the game evokes and navigates the dualities of simulation & realism, anthropocentrism & agency, and anthropomorphism & ecopedagogy. Some highlights of my analysis include how: [1] Everything charts a different course towards realism from other games, eschewing graphical fidelity, destructibility, and permadeath mechanics, in favor of facilitating rich and varied perspective-taking and communication; [2] Everything radically disrupts the game design trope of the environment as a passive backdrop, as everything that the player sees can be ‘played’, and decenters the player’s agency through constructing an infinite game while avoiding a narrow presentation of nature as simply pristine wilderness. [3] the anthropomorphic qualities of things in Everything serve as a form of nature study which adds to an interspecies communicative ethic by highlighting their agency and influence. Huizinga’s notion of a “magic circle” that contains and separates gameplay from the ‘real’ world has been thoroughly challenged by game studies scholars (Chang 2019, 15; Columbus 2021, 61). Everything adds to this discourse, pointing the way not to a symptomatic entanglement that can dismantle the myths underlying our climate crisis, but to the myriad of narrative, mechanical, and visual rhetorical approaches that interactive media can use to such communicate such posthumanist worldviews.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,000 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,001 | 0,000 |
| Communication savante | 0,000 | 0,000 |
| Science ouverte | 0,000 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,000 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,001 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule tête enseignante, pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».