This study investigates the role of video games, particularly sandbox games, as tools for environmental advocacy and education. By examining two top-down environmental campaigns that employ Minecraft, the research utilizes semi-structured interviews with campaign and software developers (n=6) and content analysis to develop a three-dimensional analytical model. This model examines the interplay between ecological issues, the network of actors involved (including NGOs, corporations, and public sector entities leveraging video games in their communication, as well as developers), and the broader video game ecosystem, encompassing software, assets, and paratextual elements such as promotional materials and community-driven discussions. The findings emphasize the importance of moving beyond a software-centric perspective to understand video games as dynamic ecosystems where diverse stakeholders contribute to meaning-making practices. This approach reveals both the opportunities and challenges of using video games for sustainability communication and education, particularly in engaging younger audiences and fostering environmental awareness and behavioral change.
Amadori, G., Speak with blocks: Minecraft, environmental education and activism, Abstract de <<DiGRA 2025: Games at the Crossroads>>, (La Valletta - Malta, 30-June 04-July 2025 ), DiGRA, La Valletta - Malta 2025: online-online [https://hdl.handle.net/10807/336838]
Speak with blocks: Minecraft, environmental education and activism
Amadori, Gaia
2025
Abstract
This study investigates the role of video games, particularly sandbox games, as tools for environmental advocacy and education. By examining two top-down environmental campaigns that employ Minecraft, the research utilizes semi-structured interviews with campaign and software developers (n=6) and content analysis to develop a three-dimensional analytical model. This model examines the interplay between ecological issues, the network of actors involved (including NGOs, corporations, and public sector entities leveraging video games in their communication, as well as developers), and the broader video game ecosystem, encompassing software, assets, and paratextual elements such as promotional materials and community-driven discussions. The findings emphasize the importance of moving beyond a software-centric perspective to understand video games as dynamic ecosystems where diverse stakeholders contribute to meaning-making practices. This approach reveals both the opportunities and challenges of using video games for sustainability communication and education, particularly in engaging younger audiences and fostering environmental awareness and behavioral change.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



