Video Games and Ecological Crisis
Ecosystem upturns are changing the rules of the game in the world’s leading cultural industry. Can this major turning point ultimately change the way and environment in the games we play, interact with “nature”, and live on our planet?
A balance sheet is difficult to evaluate
Without reference research on this subject, the impact of video games and the share of the digital footprint would look unclear. However, these effects are very realistic. Energy is consumed every hour in Fortnite and World of Warcraft, as well as with other gaming sites, go now.
The production and distribution of video games consume energy and resources, and also emit CO2. However, some indicators suggest that the energy balance of the sector is not as important as it is often portrayed.
From an ecological point of view
Meanwhile, as American researcher Alenda Y. Chang essays, Playing Nature: Ecology in Video Games balances two key areas: e-waste recycling and energy efficiency in the supply chain. increase.
Extracting the resources needed to manufacture the device further degrades the affected ecosystem. Therefore, if the energy balance of video games is often overestimated, their overall effectiveness indicator is not green.
Negative cultural impact
The video game industry (and general technology) is dominated by a myth of power that is almost incompatible with its current form of ecological transition, as philosopher Timothy Morton reminds us. It’s a systematic issue. The somewhat crazy rush to innovation has spurred unprecedented high-speed production of games and energy-intensive gadgets.
The graphics performance of new generation cards is only outperformed by their poor power performance. The consumption of the blockbuster (Triple-A) is 10 times that of the independent game.
Multiplayer Challenge of the Century
Given its economic and cultural influence, the video gaming sector is in a unique and historic position facing the challenges of ecological crisis. As I mentioned in the last article, there is a lot of room for mobility in the industry. One in three people in the world plays video games.
It is estimated to have about 2.7 billion people and a market of over 300 billion people. As evidenced solely by Animal Jam, a multiplayer game that has raised over $ 10 million to protect endangered species, successful licensing is a major use for funding and recognition. However, this sector transition would not be successful without a change in consciousness, the Cultural Revolution.