Playing farmer: At the intersections of neo-liberal capitalism and ecocriticism in Stardew Valley

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2023-05-01 DOI:10.1386/jgvw_00069_1
Sydney Crowley
{"title":"Playing farmer: At the intersections of neo-liberal capitalism and ecocriticism in Stardew Valley","authors":"Sydney Crowley","doi":"10.1386/jgvw_00069_1","DOIUrl":null,"url":null,"abstract":"Eric Barone’s 2016 indie ‘country life simulator’ video game Stardew Valley has yet to be evaluated through the dual lenses of neo-liberal capitalism and ecocriticism. Given his intention for the game to have real-world messages, including the importance of community organization against corporate domination and of environmental conservation, there is a need to evaluate the intent and execution of his vision to determine if the resulting gameplay truly conveys those messages to his audience. This article draws on neo-liberal capitalist video game theory, or the simulation of capitalist circuits in video games as theorized by Kline and Golumbia, and ecocritical video game theory, or environmental modelling strategies in video games as discussed by Chang and Condis, to argue that video games are political texts, that the game mechanics within demonstrate the process-oriented ‘work as play’ mentality that simulates capitalist circuits and that the misrepresentation of environmentality through selective reproduction of real-world processes detrimentally impacts the agency and responsibility of consumers of video games. After engaging in an analysis of Barone’s representations of the in-game economy and environment via the player character’s origin story, methods of production, community organization and environmental interactions, this article concludes with a final discussion about the limitations of video game design, defence of Barone’s intent and execution and submission of suggestions for improvement and reflections on future study.","PeriodicalId":43635,"journal":{"name":"Journal of Gaming and Virtual Worlds","volume":null,"pages":null},"PeriodicalIF":0.7000,"publicationDate":"2023-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Gaming and Virtual Worlds","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/jgvw_00069_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

Abstract

Eric Barone’s 2016 indie ‘country life simulator’ video game Stardew Valley has yet to be evaluated through the dual lenses of neo-liberal capitalism and ecocriticism. Given his intention for the game to have real-world messages, including the importance of community organization against corporate domination and of environmental conservation, there is a need to evaluate the intent and execution of his vision to determine if the resulting gameplay truly conveys those messages to his audience. This article draws on neo-liberal capitalist video game theory, or the simulation of capitalist circuits in video games as theorized by Kline and Golumbia, and ecocritical video game theory, or environmental modelling strategies in video games as discussed by Chang and Condis, to argue that video games are political texts, that the game mechanics within demonstrate the process-oriented ‘work as play’ mentality that simulates capitalist circuits and that the misrepresentation of environmentality through selective reproduction of real-world processes detrimentally impacts the agency and responsibility of consumers of video games. After engaging in an analysis of Barone’s representations of the in-game economy and environment via the player character’s origin story, methods of production, community organization and environmental interactions, this article concludes with a final discussion about the limitations of video game design, defence of Barone’s intent and execution and submission of suggestions for improvement and reflections on future study.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
扮演农民:在星露谷的新自由资本主义和生态批评的交叉点
埃里克·巴隆(Eric Barone) 2016年的独立“乡村生活模拟”电子游戏《星露谷》(Stardew Valley)尚未通过新自由主义资本主义和生态批评的双重视角进行评估。考虑到他想让游戏传达真实世界的信息,包括社区组织对抗公司统治和环境保护的重要性,我们有必要评估他的想法的意图和执行情况,以确定最终的游戏玩法是否真正向他的用户传达了这些信息。本文利用新自由主义资本主义电子游戏理论,或Kline和Golumbia提出的电子游戏中资本主义回路的模拟理论,以及Chang和Condis讨论的生态批评电子游戏理论或电子游戏中的环境建模策略,来论证电子游戏是政治文本。游戏机制展示了以过程为导向的“工作即游戏”心态,这种心态模拟了资本主义循环,通过选择性地复制现实世界的过程来歪曲环境,对电子游戏消费者的代理和责任产生了不利影响。在通过玩家角色的起源故事,制作方法,社区组织和环境互动分析Barone对游戏内经济和环境的表现之后,本文最后讨论了电子游戏设计的局限性,为Barone的意图和执行辩护,并提出了改进建议和对未来研究的思考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
期刊最新文献
Board Games as Media, Paul Booth (2021) Continual creation: Idealism, metaphor and the representation of spatio-temporality Playing farmer: At the intersections of neo-liberal capitalism and ecocriticism in Stardew Valley Digital games and the category of auteur: The case of Muriel Tramis Cyberpunk Culture and Psychology: Seeing through the Mirrorshades, Anna Mcfarlane (2022)
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1