This dissertation explores the use of play in three ecoaesthetic games and considers their potential for affecting environmental thought. Ecoaesthetic games leverage the power of play as a “foot in the door” for divisive topics. Play, as structured through games, is found to be a powerful generator of meaning. Games specifically are found to be representational, affective, and relational systems that can facilitate critical thinking, sustained reflection, and thoughtful deliberation around intractable problems. My games Tether, recollect, and Fringe-assay modify the well-known games Scrabble, Memory, and Snakes and Ladders, respectively, in order to bring attention to three different but intertwining, environmental crises: language and species endangerment, species extinction, and growing human vulnerability in a climate changed world. In this study, I consider human cognitive tendencies that inhibit our desire to engage with and take action within complex politico-ecological problems. Then, I locate promising game features that can be modified in order to work against such tendencies. The dissertation closes with a consideration of the iterative design process and the insights I gained from each of the games designed for this study.
Playing within the trouble: ecoaesthetic games and environmental thought
Abstract
Details
- Title: Subtitle
- Playing within the trouble: ecoaesthetic games and environmental thought
- Creators
- Erica Lynn Damman - University of Iowa
- Contributors
- Barbara Eckstein (Advisor)Steve Hendrix (Committee Member)Sarah Kanouse (Committee Member)Tyler Priest (Committee Member)Eric Tate (Committee Member)Stephen Voyce (Committee Member)
- Resource Type
- Dissertation
- Degree Awarded
- Doctor of Philosophy (PhD), University of Iowa
- Degree in
- Interdisciplinary Studies (Environmental Humanities)
- Date degree season
- Autumn 2018
- DOI
- 10.17077/etd.9ciw-i2mb
- Publisher
- University of Iowa
- Number of pages
- xi, 195 pages
- Copyright
- Copyright © 2018 Erica Lynn Damman
- Comment
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- Language
- English
- Description illustrations
- color illustrations
- Description bibliographic
- Includes bibliographical references (pages 181-195).
- Public Abstract (ETD)
Climate change. Everywhere around you, you hear about it and its attendant complications. Melting ice caps. Threats to human health. Massive species extinction. For the first time in human history, we recognize ourselves as a species capable of altering Earth’s systems. This is very serious business, certainly not a time for play. But, perhaps, play is exactly what we need. There is a plethora of scientific information capable of describing the situation we find ourselves in, and yet, a gap remains between scientific knowledge and actionable change among a general public. The question, what accounts for this gap and how to address it, has been the topic of much scholarly debate.
In my dissertation, I explore the idea that artist-made ecoaesthetic games may offer one way of addressing this gap. I look at three games that I made for this study: Tether, recollect, and Fringe-assay, to see how they can get people to think about growing human and nonhuman vulnerabilities in the age of climate change. The games were played by a diverse group of people and I share some of the insights gained from both the design process and the playing of the games. Games, I argue, are powerful sites for making meaning, generating emotion, and creating the space we need to think slowly, to find ourselves capable of responding to the crises we find ourselves in.
- Academic Unit
- Interdisciplinary Programs
- Record Identifier
- 9983777385402771