97
e Geographical Bulletin 63(2): 97-108
ISSN 2163-5900 © e Author(s).
e Geographical Bulletin © 2022 Gamma eta Upsilon
INTRODUCTION
e video game industry has a long history of providing
entertainment for users since the Commodore 64 and Atari
systems. Early games such as Pong allowed players to play
virtual table tennis while Space Invaders created a simulation
of an extraterrestrial invasion. Children and adults played
these games despite the claim that gameplay was hazardous
to health and led to addiction (Koop 1982). Furthermore, the
proliferation of video game consoles into the American market
helped trigger the video game recession of 1983, a period of
economic decline that affected both the video game industry
and players (Whitaker 2004). One such iconic representation
of the decline of video game companies was Ataris burial
of hundreds of thousands of Atari cartridges being buried in
a New Mexico landfill (Dvorak 1985; Jary 2011, Kennedy
2011). Next generation consoles, such as the Nintendo Enter-
tainment System (NES), introduced the world to soon-to-be
video game legends Donkey Kong, Super Mario, and Link.
e NES served as a catalyst for the revitalization of the video
game industry (McGill 1988; Consalvo 2006) that had previ-
ously been viewed largely as a passing “fad” (Kent 2001) and
these now classic characters have evolved into popular culture
icons. e success of the NES ushered in the transition from
North American to Japan video game console dominance in
the late-1980s (Katz et al. 1988; Miller 2005).
Before the end of the 1980s, Sega released a new home
console entitled Genesis (or Mega Drive in regions outside
An Overview of Environmental Themes in the Video Game Industry
Michael A. Davis
Department of Geography, Kutztown University of Pennsylvania, Kutztown, PA, USA
ABSTRACT
Video games of the early 1990s have an appreciable depth of environmental tones that seem prophetic
by todays standards as climate change and environmental degradation have emerged as significant topics of
scientific and geographic inquiry. e political and cultural environment of the late 1980s and early 1990s
played a significant role in the development of environmentally-minded video games. Since the 20th century,
the depiction of these environmental themes have changed with a greater understanding of environmental sci-
ence literature, have incorporated educational qualities to game play, and have migrated from large video game
developers (e.g., Sega and Nintendo) to independent developers (e.g., Plethora Project and thatgamecompany).
An overview of the evolution of environmental themes in video games is presented by examining individual
games along with trends in the video game industry.
Keywords: climate, environmentalism, video games, geography
the United States) and launched an anti-Nintendo campaign
in order to increase sales (Ken, 2001). is tactic included
the slogan “Sega Does What Nintendont” (Sczepaniak 2006).
In response to the Sega Genesis gaining a foothold in the
market (Kent 2001), Nintendo released their new console,
the Super Nintendo Entertainment System (SNES) in 1991.
Both 16-bit systems became locked in what would be dubbed
as one of the prominent “console wars” in video game history
(Kent 2001; Harris 2015) as users became embroiled in debate
over which system was the better one to purchase ultimately
ending with the SNES outselling the Sega Genesis (Pachter et
al., 2014). During this period, perhaps unbeknownst to the
general public, environmental tones were beginning to take
root in the video game industry in several of the early Sega
Genesis games. However, in order to understand the advent of
environmentalism in the video game industry, consideration
needs to be given to the political environment at the turn of
the decade.
In the late 1980s, the Cold War was in its final stages as
President Ronald Reagan and Soviet Union President Mikhail
Gorbachev brokered peace. is cessation in hostilities could
be considered as the end of what had largely occupied much
of the country’s attention for the previous several decades.
Without the prospect of nuclear annihilation from our former
adversary, one could argue that it created a news vacuum wait-
ing for the next significant issue of the day (Koebler 2017).
Media attention began to shift to an emerging scientific con-
sensus: climate change was occurring. Former NASA-Goddard
98
Space Center head James Hansen was invited to testify before
a Senate Committee on Energy and Natural Resources on
June 28, 1988 (Besel 2013) and famously raised the alarm of
anthropogenic climate change by stating:
“Global warming has reached a level such that we can
ascribe with a high degree of confidence a cause and effect
relationship between the greenhouse effect and observed
warming...It is already happening now” (Shabecoff 1988)
and “e greenhouse effect has been detected and it is
changing our climate now...We already reached the point
where the greenhouse effect is important” (Weisskopf
1988).
With the dawning of the 1990s, the Saturday morning tele-
vision airwaves saw the arrival of an animated, environmentally
themed program, Captain Planet and the Planeteers. Within
the context of the cartoon, several young people, named e
Planeteers, from different countries and backgrounds were
endowed with elemental powers from Gaia to protect the en-
vironment and summon the titular superhero, Captain Planet.
In the 113 episodes that were produced, Captain Planet would
battle villains with environmentally negative connotative
names, such as Hoggish Greedly and Dr. Blight. e ethnically
diverse Planeteers would assist Captain Planet by using their
elemental powers and raise environmental stewardship around
the globe from their base on Hope Island, a fictional island
that was later revealed in an Ask Me Anything Reddit session
with series producer and environmental activist Barbara Pyle,
to be near the Bahamas (Reddit 2012). e show garnered
positive reviews and Captain Planet became a cultural icon of
the 1990s. In 1991, Barbara Pyle started the Captain Planet
Foundation, where a portion of the merchandise sales from
Captain Planet would go toward empowering young people
and serve as an outlet for schools and non-profits to get seed
money for environmental conservation proposals.
e early 1990s was also a time where Republican leaders
openly spoke on the need for environmental conservation. In
1990, then President George H.W. Bush, in response to the
formation of the Intergovernmental Panel on Climate Change
and with his Science Advisor, Dr. D. Allen Bromley, stated at
a press conference at Georgetown Universitys Leavey Center:
We all know that human activities are changing the atmosphere
in unexpected and in unprecedented ways”. Bush nominated
former head of the World Wildlife Fund and environmental-
ist, William Reilly, as head of the Environmental Protection
Agency (EPA). However, after Reillys confirmation, other
members of the White House and environmentally inclined
offices favored a development-driven agenda, particularly
John Sununu, Richard Darman, and then-Vice President
Dan Quayle (Dowd 1990; Gelb 1991). Despite these op-
posing views on future progress and conflicts (EPA Alumni
Association), George H.W. Bush did propose amendments to
the Clean Air Act to reduce the threat of acid rain, promote
cleaner air in major urban areas, reduce levels of airborne
chemicals, and initially supported a system of cap-and-trade
(Vig and Kraft, 2012).
A climate summit, organized by the United Nations, took
place in Rio de Janeiro, Brazil in 1992 entitled the United
Nations Conference on Environment and Development, more
Michael A. Davis
commonly known as the Earth Summit. e goals of this
never-before-seen summit were to scrutinize the pattern of
production of toxic chemicals such as lead in gasoline and
radioactive chemicals, examine alternative sources of energy
instead of fossil fuels, advocate for new public transportation
methods to reduce carbon emissions, and address the growing
usage and supply of water. Unfortunately, the Bush administra-
tion opposed the Earth Summit and lobbied to remove the
legally binding targets of global carbon emissions (Greenhouse
1992).
In the early 1990s, Bill Clinton was elected President of
the United States. His running mate, Al Gore, was a lifelong
environmentalist with a strong track record of climate ad-
vocacy in the Senate with congressional hearings on climate
change (Corn 2006; Aldred and Goodchild 2007) and sought
to create a Global Marshall Plan, in which developed nations
would assist underdeveloped nations economically grow while
protecting the environment (Shabecoff 1990). Clinton would
nominate Carol Browner as head of the Environmental Protec-
tion Agency and Bruce Babbitt as Secretary of the Interior.
With both of Clintons nominations, who both possessed well-
established records of environmental conservation confirmed
there was renewed optimism on crafting environmental policy
for the nation. is was furthered by the Clinton adminis-
trations creation of the President’s Council on Sustainable
Development, signing the Kyoto Protocol, increasing funding
for the EPA, and protecting the country’s natural resources
such as with the expansion of Everglades National Park.
Imposed on this political backdrop was the competition
for the American market between Sega and Nintendo. With
environmentalism emerging as a more openly discussed issue,
the two companies possessed different beliefs on what should,
and should not, be allowed by their game developers. Nintendo
generally restricted their developers from thinking “outside-
the-box” while Sega allowed their developers a greater degree
of creative freedom when designing their new titles (Harris
2015). In a 2015 book entitled e Console Wars, author Blake
Harris described the relationship between Nintendo and Sega
developers as:
Sega very intentionally tried to tap into the cultural zeit-
geist – it pulled from Nickelodeon and MTV and this
new America vibe. If you were a third party developer,
you were beholden to Nintendo, who had total control of
the platform. So if you were an out-of-the-box developer,
you would go to Sega, which was about freedom. With
the blessing of higher-ups within the company, Sega
games crossed into environmental themes more often
than their Nintendo counterparts (Harris, 2015).
Furthermore, Tom Kalinske, former CEO of Sega of America
from 1990-1996, stated:
“For us it was clearly a conscious decision. I always allowed
the development teams to do what they loved to do, to do
what they were passionate about. e guys involved in these
games were very much environmentalists.” (Koebler 2017).
e scope of previous research involving video games has
been broad and diverse in material. Video games have been
concentrated on teaching concepts such as deduction and
hypothesis testing (Salzman et al. 1996; Salzman et al 1999;
99
An Overview of Environmental emes in the Video Game Industry
Aguilera and Mendiz 2003; Gee 2003; Jenkins et al. 2003;
Klopfer and Yoon 2005; Lunce 2006), complex and abstract
thinking (Aguilera and Mendiz 2003; Gee 2003; Lunce 2006;
Prensky 2006), and visual and spatial processing (Aguilera and
Mediz 2003; Burrow and More 2005). One specific genre of
video game, the roleplaying games, have the capacity to allow
users to engage in exploratory behavior to determine what
users can and cannot do (Vorderer et al. 2009) and whether
the user must come up with alternative ways of addressing the
challenge (Behr et al. 2003). Furthermore, social communi-
ties within massively multiplayer online roleplaying games
have been studied as a means for cultivating robust online
communities and cultures (Krzywinska 2006; Taylor 2006;
Meadows 2007; Marsh 2010). More recently, augmented real-
ity gaming have immersed the user in an environment that
blends the real-world experience with digitalized layers (Davis
2017; Feldman 2018; Pingel 2018).
Numerous social issues have been linked to the video game
industry. Violence in video games have been extensively associ-
ated with violent or aggressive tendencies in society (Anderson
et al., 2010; McCarthy et al., 2016; Prescott et al., 2018; Kühn
et al., 2019). Political engagement and mobilization from in-
game news have also been studied (Jung 2020). In the wake
of the September 11
th
terrorist attacks, video games that cen-
tered around the ‘war on terror’ became increasingly popular
(Ouellette, 2009) and living rooms and computer screens now
allowed users to wage war in a comfortable setting (Gregory,
2008). Such transitions in gaming have been examined in a
militaristic sense as well as portraying political architecture,
such as the depiction of imperialism (Shaw, 2010).
More importantly to the motivation of this paper, the cre-
ation of natural conservation tendencies in people have been
studied in a virtual environment through the employment of
Animal Crossing New Horizons (Fisher et al., 2021) despite
users are not actively engaged in the medium they are at-
tempting to conserve (Oswald et al., 2022) and detracting
from positive experiences in nature. Interactions with nature
have been documented to improve well-being and possibly
lead to pro-environmental attitudes and behaviors (Alcock et
al., 2020; Martin et al., 2020). Messaging contained in video
games have also found to have a positive effect on habits of
individuals such as promoting energy efficiency (Morganti et
al., 2017) and healthy eating (Chow et al., 2020).
Video games have explored how nature is represented within
gameplay (Wills 2002; Longan 2008) and how the associated
graphics mirror physical geographical landscapes (Ash et al.
2009). e video game itself has the capacity to communicate
how the world is or how it should be (Longan 2008) and
video game experiences provide a better learning environment
than traditional teaching (Garris et al., 2002), specifically in
conservation education (Tan et al., 2018). Concepts such as
sustainability, food security, and climate change have been
incorporated into multiplayer simulation games dealing with
geographically sensitive issues (Bell-Gawne et al. 2013). is
highlights the importance of this medium in environmental
studies as it has implications in social, behavioral, cultural,
scientific, and technological realms.
It is the author’s belief that the video game portrayal of
environmentalism and aspects of climate change have never
been discussed in previous academic studies. erefore, the
aim of this paper is to examine of the origins of environ-
mentalism in early mainstream video games and to provide a
detailed account of trends in political and cultural arenas that
have provided a surprisingly robust progression gameplay and
delivery of pro-environmental messages. is paper seeks to
provide a gateway into the evolution of environmental themes
displayed by numerous titles ranging from the early formative
stages of the 16-bit platforms of the early- and mid-1990s to
the sophisticated contemporary games of the early 21
st
century.
EARLY VIDEO GAME CASES
Games of the 1990s often utilized adventure in the gamers
attempt to rejuvenate the ecosystem. Often in these titles, this
was against a main antagonist threatening environmental se-
curity through industrial processes that aimed to contaminate
the environment and perverse nature.
An early example of environmentalism can be found in the
1990 title Growl, developed by the company Taito. Within the
game, the user assumes the role of a forest ranger who protects
wildlife from illegal poachers. However, in a possible nod to
Indiana Jones movies, rangers can be armed with bullwhips
or, in the not-so Indiana Jones sense, a rocket launcher to beat
up the poachers who are driving the animals to extinction.
As levels are progressed through, the rescued animals will oc-
casionally assist the player in dealing with the poachers. Once
the game reaches its final level, the boss is revealed to be a
mind-controlling worm. e game closes as the park ranger sets
free all the captive animals in a vibrant display of exotic wildlife
rushing out the large metal doors and back into the wild.
e classic Sega series Sonic the Hedgehog has elements
of environmentalism contained in the 1992 sequel, Sonic 2.
Within the game series, the antagonist, Dr. Ivo Robotnik
(a.k.a. Dr. Eggman), has “roboticized” animals to defend
him from the titular blue hedgehog. In an interview with
isismyjoystick.com in 2010, Sonic e Hedgehog creator
Yuji Naka suggested:
Dr. Robotnik is a slightly radical representation of all
humanity and the impact humanity is having on nature.
In 1991, it was a very sensitive subject to talk about the
environment and while I had my viewpoint, I did not
speak of it. With Sonic, I was given an opportunity to
express my views in a different way and did so, showing
Robotnik using pollution and creating machinery which
desecrates the environment and it is down to Sonic to
change his ways (Willmott, 2010).
While the first game in the series is devoid of any large-
scale environmental themes, Sonic 2 features levels entitled
the Chemical Plant Zone and Oil Ocean Zone. Discussing the
Chemical Plant Zone, Sonic and his friend Tails must battle
Robotnik in a chemical facility that is filled with a purple-
colored chemical that will drown the characters if they stay
under too long. At other points of the stage, characters must
avoid blue liquid that jumps between pipes and flows through
a massive network of tubes throughout the stage. When Sonic
and Tails reach the Oil Ocean Zone (Fig. 1), the level is filled
with a massive ocean of oil while the background contains
the silhouette of an oil refinery. If the characters fall into the
100
oil they will slowly sink and perish unless immediate action
is taken to exit the oil. Adding to this effect, the music has a
Middle Eastern tone to it, a region that was well-known for
oil production in the 1990s and continues to be a large oil
producing region to the present day.
Again in 1992, Sega produced another title Ecco e Dol-
phin. e game starts with the titular dolphin, Ecco, and his
pod attempting to see who can jump the highest in their home
bay. eir game is disrupted by a waterspout that abducts all
marine life in the bay. rough gameplay, it is revealed that
an alien race is unable to grow food and every 500 years the
aliens harvest the Earths water. In essence, the aliens can be
viewed as potential ecological terrorists or, perhaps, foolishly
squandering their water potentially similar to humans of the
Earth. Ecco e Dolphin invokes aspects of saving, protecting,
and interacting with marine wildlife during a period of height-
ened environmental awareness. (Parish 2015; Koebler 2017).
A year later, Tengen developed a game entitled Awesome
Possum…Kicks Dr. Machinos Butt. While not as successful
commercially as Sonic or Ecco, the game is saturated with
environmental themes. e game was marketed as “an excellent
educational game for all ages”, as it proclaims on the games
box (Fig. 2). e game can be viewed as prophetic as the
Michael A. Davis
opening slide to gameplay states: In 20 years, mankind has
automated the destruction of the environment (Fig. 3). e
plot of the game involves a mad scientist, Dr. Machino, and
his mechanized army controls the world. e main character
collects recyclable material, such as bottles and cans, while
proceeding through each level. At the end of each level, Pos-
sum goes before a tribunal of endangered animals (Fig. 4) who
ask environmentally based questions pertaining to water usage
and biogeography (Koebler 2017).
Nearing the end of games for the Sega Genesis console, the
game Vectorman was released in 1995. is product of BlueSky
Software places the player in a future where humans have left
Earth seeking colonies on distant worlds and robots are left to
clean up the mountains of garbage that have been left behind
on the humans’ recent home world. Game creator, Rich Karpp,
stated in a 2018 interview to Sega Forever:
I’m happy we used an environmental theme in the story
because it’s easy for everyone to relate to: the cleanliness
of the environment is something that affects everyone and
no one wants the earth to become unlivable. Since we
didnt have a lot of story setup in the game, it was easy for
us to quickly communicate why there would be an earth
Figure 1. Gameplay from the Oil Ocean Zone in Sonic e
Hedgehog 2. Image courtesy of Sega
Figure 2. Cover art for Awesome Possum... Kicks Dr. Machinos
Butt. Image courtesy of Tengen
Figure 3. e title slide of Awesome Possum... Kicks Dr.
Machinos Butt. Image courtesy of Tengen.
Figure 4. End of the level scene in Awesome Possum... Kicks
Dr. Machinos Butt. Image courtesy of Tengen.
101
with no humans on it. As a kid in the U.S. in the 1970s,
I saw a lot of media imploring people to stop polluting
and to take care of our environment, and I think the
trashed Earth was the logical conclusion of the types of
images we were seeing back then (Sega Forever 2018).
e main character, Vectorman, cleans up the litter and
trash by discharging the rubbish into the Sun all while try-
ing to restore peace from a corrupted robot villain, Warhead,
who encountered a derelict nuclear warhead. e game setting
emphasizes the need to take care of the planet along with
asking what should be done with the worlds refuse? In addi-
tion, illusions to the dangers posed by nuclear energy could
be embodied by Warheads ruthless dictatorship over the other
robots left on Earth in 2049.
TURN-OF-THE-CENTURY CASES
During the late-1990s, the nations of the world assembled
in Kyoto, Japan to address the rising carbon dioxide levels and
greenhouse gas emissions that were being released into the atmo-
sphere. is led to the crafting of the Kyoto Protocol in 1997,
which had general widespread support in the global community
(Breidenich et al., 1998). Certain developed countries such as
Australia and the United States did not initially sign the accord.
President George W. Bush was elected in the United States and
campaigned on working toward achieving environmental goals
of his predecessors but, ultimately, failed to keep those environ-
mentally inclined promises (Graham, 2010; Valtin, 2011; Turner
and Eisenberg, 2018). It was around this period, that game
developers began to tinker with negative motives of fanatical
environmentalism in the form of “eco-terrorism”. rough more
violent means, such as package bombings, blockades, arson, or
destruction of property, these groups their messages out to a
wide range of the public to exact their own form of saving the
environment (Nilson and Burke, 2002). By the early 2000s,
the science of climate change had begun to become politicized
(Jacques et al. 2008; Painter and Ashe 2012; Farrell 2016) which
signaled a paradigm shift in gaming.
An example of eco-terrorism is present in Squares game Final
Fantasy VII. e seventh installment of the popular Final Fantasy
series from Square (now Square Enix) depicts an environmental
terrorist group, AVALANCHE, in a struggle with the Shin-Ra
Corporation, a large corporate interest. e plotline revolves
around the harvesting of energy from the planet and the deterio-
ration of the lifeforce of the planet in the process. Early parts of
the game are bombing missions aimed at destroying the reactors
that harvest this planetary energy (Fig. 5). Shin-Ra has been
viewed as an extension of a privatized government concerned
with defending assets rather than the general population (Lee
2017) and places one of their board members as the citys ur-
ban developer leading to trash accumulating in overpopulated
suburban ghettos (Lee 2017). During game play, the party of
player characters change from their radical aggression against
Shin-Ra to one of protecting the planetary environment from
being destroyed even as the planet, angry at the inhabitants,
creates vicious monsters that terrorize the landscape in a des-
perate attempt to defend itself. e final scene of the game
takes place in the future and depicts the once thriving heavy
industrial capital now in ruins and overgrown with vegetation.
Until this installment, e Final Fantasy series had largely been
rooted among medieval, steampunk, and fantasy themes. e
divergence from this economically highly successful lineage of
video games is noteworthy as Final Fantasy VII became one
of the greatest selling games for the Playstation 1 video game
console (McLaughlin 2007).
Several years later after the release of Final Fantasy VII, the
game developer Konami released the second installment of the
popular Metal Gear Solid series with eco-terrorism at the core of
the game. In Metal Gear Solid 2: Sons of Liberty, a large offshore
oil facility named “e Big Shell” is seized by eco-terrorist group,
e Sons of Liberty, after kidnapping the President of the United
States. In exchange for a massive ransom they will not explode
the facility which would lead to a catastrophic environmental
disaster. While the Deepwater Horizon accident had not yet
occurred, the Exxon Valdez was of the recent history. Players of
the game would have likely remembered the devastation that the
oil had on the marine ecosystem of the northern Pacific. Com-
mentary on the vulnerability of Americas energy infrastructure,
as well as the troubles associated with off-shore drilling, can be
insinuated from the events of the game.
Satirical games can provide a unique and humorous evalua-
tion of environmentalism. One example includes Pipe Trouble,
a game that allows users to lay down pipeline for oil across a
farmland. Developed by the Canadian company Pop Sandbox,
users face serious complications, such as leaks and spills, to the
comical groups of pixilated protestors and court injunctions
(Fig. 6). e interface of the game splits the screen in two
An Overview of Environmental emes in the Video Game Industry
Figure 5. Mako reactor being bombed in Final Fantasy VII.
Image courtesy of Square Enix.
Figure 6. User interface of Pipe Trouble. Image courtesy of
Pop Sandbox.
102
between a farmer on the left, who wishes you to vacate the
property, and an oil executive on the right demanding you
place additional pipeline. is can be viewed as not only an
angel and a devil on each shoulder telling the user what to do
but also the political boundaries based on North American
stances on climate (the left being environmentally inclined
and the right prioritizing profits over environmental safety).
Radicalization of the pixelated population is also observed
during gameplay as bombings will periodically occur on the
pipeline. Shortly after the game was released, controversy
swirled around the game, particularly in British Columbia
after the 2008-2009 Encana Corporation pipeline bombings
(McGuire 2013). e game was accused of making light of
ecoterrorism (McGuire 2013) and became the target of con-
siderable controversy (Kaszor 2013).
THE INDIE MOVEMENT
With the emergence of independent game developers (Sere-
brin 2017) and the expansion of video gaming experiences
to a multitude of different platforms (e.g., computer, mobile
devices) (Dunn 2017), the home video game console of the
late 20
th
century no longer the primary source of video gaming
experience (Murphy 2016). With the proliferation of indie
game developers, the next generation of games are free to push
to limits of what may have been previously taboo in the video
game industry and are not beholden to large corporations
(MacDonald, 2005; Gnade, 2010). Mobile devices have al-
lowed for further distribution of these types of games (Wright,
2018) and a greater footprint in the gaming universe. Some-
times these games are small budgeted and rely on crowdfund-
ing (Gril, 2008; Gnade, 2010; Parker, 2011; omsen, 2011).
Perceived controversial topics, such as climate change or other
serious environmental issues, had the capability of being the
subject of the gaming experience. is allowed game developers
to not only allow for interactions with the subject but also to
provide an educational opportunity (Darvasi 2014) to the
public as well as to offer a sand box environment to experi-
ment with environmental concepts and offer, perhaps, some
of the most compelling titles as users are completely immersed
in the game and make decisions that city planners, policy
developers, and others make in real-world environments. Like
a child playing in a sand box, sand box gaming refers to the
freedom given to the players to design their own systems and
observe how those constructs interact with external processes.
Additionally, the investment into an on-screen persona, or
avatar, has been linked to increased engagement in the game
environment (Annetta, 2010).
Environmental concepts and climate change have shaped
gameplay in long-running game series, such as Sim City (Chap-
man 2012a), where users assume the role of mayor as they
create their unique city from scratch. Energy sources in the
series range from fossil fuels (i.e., coal) to renewables (i.e.,
wind and solar) to nuclear. Residents of the created city, called
Simians, periodically have environmental concerns ranging
from pollution to land usage. In newer versions of the game,
Simians congregate at town hall carrying picket signs if their
concerns are not being addressed, highlighting grassroots
mobilization to demand action. Maxis, the developer of the
SimCity series, Senior Vice President Lucy Bradshaw said “Be
Michael A. Davis
a polluter and you are ultimately going to affect your friends
cities” (Chapman 2012b). e Civilization series requires the
user to choose different societal breakthroughs that impact
whether a civilization flourishes and falls. In the newest version
of the Civilization series, Civilization 6: e Gathering Storm,
climate change occurs if civilizations employ poor environ-
mental choices. Users can access an interface during gameplay
that tracks the amount of carbon dioxide all civilizations are
producing (Fig. 7). Increased carbon emissions will lead to
melting of polar ice and stronger hurricanes (Bratt 2018a) or
lose coastal areas to flooding or start military conflicts over
resources (Byrd 2018). Users can invest in renewables and save
time and money (Bratt 2018a) or forge pacts with other civili-
zations to avert climate disaster (Petura 2018). Lead producer
Dennis Shirk stated “No, I dont think that’s about making a
political statement. We just like to have our gameplay reflect
current science.” (Bratt 2018b). Researchers have shown that
utilizing games like Civilization in the classroom encourages
students to learn about climate change (Squire, 2004) and
there is currently a Civilization game designed exclusively for
the classroom along with lesson plans to accompany the game
(Seppala 2016).
Games that have been created in the early 21
st
century aug-
ment user experience by adding relevant and accurate scien-
tific and environmental science to educate the user. In the
game Fate of e World by Red Redemption Games, the user
is engaged in crafting environmental and climate policy to
succeed in one of four designed scenarios (Arnott 2010). Fate
of the World was developed in tandem with Oxford University
climate scientist Myles Allen (Vaughan 2010) and uses current
climate figures and science to provide for a deep, complex, and
thought-provoking simulation that allow the user to formu-
late strategies to curtail carbon emissions, negotiate political
deals, and ensure geopolitical stability (Fig. 8). Furthermore,
scenarios addressing climate refugees and limited resources
are available as extra downloadable content. Red Redemption
Games chairman Gobian Rowlands stated in a 2010 interview:
Games handle complexity well. Partly because you learn
by doing, but also because of the length of interaction –
you could be playing for up to 50 hours, during which
you learn a huge amount about how a game works. In
an age when were accused of dumbing down, computer
Figure 7. Civilization VI carbon tracker menu. Image courtesy
of Sid Meier.
103
An Overview of Environmental emes in the Video Game Industry
games can reverse that trend and help us to smarten up
(Vaughan 2010).
Contemporary games have adopted adventure or roleplay
aspects that allow the user to understand first-hand the environ-
mental hardships faced by ecosystems. is can be manifested in
natural phenomenon such as migration. Shelter, a game released
in 2013 by developer Might and Delight, depicts the struggle
to survive when exposed to biological factors or anthropogenic
forces. In Shelter, the user assumes the role of a mother badger
and must relocate her cubs to another den. Each level has a par-
ticular theme that emphasizes the difficulty of migration, such
as through predator attacks, nocturnal treks, or wildfire. Users
often get vested in the journey and are heartbroken when one of
their cubs is lost (Chambers 2013). As the climate changes and
humanity continues to encroach on the natural environment,
species will likely need to make treacherous journeys like those
depicted within Shelter. e game Rain World by Videocult takes
a similar approach by placing a “slugcat” (Fig. 9) creature in a
world with severe resource scarcity. e backdrop alludes to
possible war or post-apocalyptic future as the slug-cat must
survive by fighting off monsters using the meager resources at
its disposal. Joar Jakobsson, creator of Rain World, wanted to
emulate the life of “a rat in Manhattan” that understands how to
find food, hide, and live in the subway system, but cannot com-
prehend the structural purpose of the subway (Priestman 2017).
Along with his development partner, James Primate, Jakobsson
hoped that players would get that same sense of industrial usage
but not fully comprehend the magnitude of the situation (Cook
2014). Rain World is unique by randomly generating enemies
that also are in search of resources. is element allows enemies
to be viewed as competition in the ecosystem. e developers
of Rain World aimed to have users carefully weigh decisions as
whether to engage enemies over the scarce commodities or avoid
combat and continue foraging (Cook 2014).
e 2007 game Flower, by thatgamecompany, offers a unique
environmental commentary through gameplay. e game begins
with a potted flower on a windowsill within a densely popu-
lated urbanized environment. Petals are transported by the wind
across the different landscapes, which eventually becomes more
pastoral as the petals leave the city. As the petals traverse the
topography, color and life are returned to the land and, through
the acquisition of additional petals, expands the scope of influ-
ence by the conglomeration of petals (Fig. 10). e natural
colors and structures create a sharp contrast with the newly-
revived landscape and the dull, gray urban environment. e
relationship between human and nature are explored through
the different levels of Flower. e absence of humans in the
first few levels shows disconnect between the two and life exists
outside of realm of humanity (Yuen, 2012). is is countered
with the addition of wind turbines dotted across the rolling
hills in another level (Fig. 11). is suggests the emergence
Figure 8. Fate of the World interface. Image courtesy of Red
Redemption Games.
Figure 9. Rain World title slide featuring the catslug creature.
Image courtesy of Videocult.
Figure 10. Scene from Flower as the flower petals move across
the landscape. Image courtesy of thatgamecompany.
Figure 11. Scene from Flower as the flower petals flow around
wind turbines. Image courtesy of thatgamecompany
104
Michael A. Davis
of renewable energies and environmental resurgence as well as
the unity and harmony between manmade structures and the
elegance of nature. Empowerment and activism are suggested in
the game as one petal can transform into a cascading wave of pet-
als capable of changing the landscape for the better. Shattering
the paradigm of items to collect, monsters to fight, or concrete
goals to accomplish, Flower offers a sense of complete freedom
to explore as if the user was physically a leaf petal being car-
ried by the wind. Gameplay may create a sense of introspective
reflection as to the users place in the environment and foster a
greater ecological identity (Yuen 2012) while being immersed
in a lifelike landscape and meditatively seductive soundtrack.
Free build games have offered users a new method to compre-
hend environmental issues. ese sandbox games emphasizing
interactivity and experimentation have generated a small, but
passionate, following. Two such examples have been released
in the past three years: Block’hood by Plethora Project and Eco
by Strange Loop Games. Within Block’hood gameplay, blocks
are strategically placed to create neighborhoods (Fig. 12). Each
block has an input and output that will affect adjacent blocks.
Excessive waste can cause bright, vibrant blocks to become dull
and gray resulting in the loss of wildlife and sickness. Jose
Sanchez, designer of Block’hood, stated the game was inspired
by urban farming and the balance of resources versus needs
(Parlock 2017). As of 2017, Plethora Project had only three
employees and the studio aims to present “issues on sustain-
ability and ecology (Parlock 2017). Plethora Project believes
that the game is capable of delivering complex environmental
problems in the form of puzzles that can increase the literacy of
the public to understand larger problems such as climate change
(Parlock 2017). Eco (Fig. 13) has similar gameplay to Minecraft,
a commercially successful constructive game that allows for
collaboration, to promote education of environmental issues.
After a successful Kickstarter campaign, Strange Loop Games
received additional funding from the United States Department
of Education (Parlock 2017) and hopes to enter primary schools.
DISCUSSION
Significant environmental overtones have largely emerged in
the past three decades. By allowing game developers freedom to
explore contemporary issues, intriguing and thought provoking
games can be produced. Sega fostered an environment conducive
for the cultivation of these types of games. Unfortunately, many
of them did not garner much commercial success, possibly due
to poor gameplay experience or marketing practices. e players
of these games, however, were exposed to the environmental
movement in the early 1990s. By the turn of the century, the
benevolence of responsible environmental stewardship had
been coupled with ideas of environmental degradation through
corporate greed or acts of terrorism. It was during the early
2000s, that video game developers, particularly the established
giants of the industry, appeared reluctant to continue developing
environmentally-toned games or discussing climate change in
the headwinds of growing climate skepticism. To fill that void,
small independent developers have created games that tend to
highlight the educational aspect of mitigating climate change or
promoting climate resilience and sustainability. With the diver-
sity of environmentally themed games that tackle contemporary
issues and offer potential solutions to remedy these crises, there
appears to be a role for these environmentally centered games in
the future. In response to the Fate of the World, Tom Chatfield,
gaming expert and the author of Fun Inc: Why Games Are the
21
st
Century’s Most Serious Business, said: “is could be the
beginning of a flowering of issue-led gaming. But it will be
judged on whether its a good game, not on whether it’s worthy
or not.” (Vaughan, 2010).
ACKNOWLEDGEMENTS
e author would like to thank Caleb Finn and Michael
Oberlander for helping identify video games for this research.
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Dr. Michael Davis is an Associate Professor in the Depart-
ment of Geography at Kutztown University. He specializes in
atmospheric sciences and how games can be used in geographi-
cal education.