Call for Papers: The Digital / Environmental Humanities Nexus: Challenges and Opportunities

A collaborative special issue of Environmental Humanities by the Environment and Society Portal / Rachel Carson Center (LMU, Munich) and the Environmental Humanities Editorial Team

Edited by: Kimberly Coulter, Wilko Graf von Hardenberg, Emily O’Gorman and Thom van Dooren

Digital humanities projects are redrawing the boundaries of the humanities. They allow researchers to gather more data than ever before, analyze it from different perspectives, and share scholarship with expanding audiences in innovative ways. At the same time the “digital turn” is opening up new areas of inquiry related to the ethics and politics of access to information and resources.

This special issue of Environmental Humanities aims to reflect on intersections between digital and environmental humanities from a variety of perspectives. We hope this collection will enrich understandings of the extent to which digital technologies and resources are informing current environmental humanities scholarship, while also identifying opportunities and challenges that these new tools present.

We invite original conceptual and empirical papers addressing any of the following topics:

  • connections between digital and environmental humanities;
  • reflection on specific digital resources for environmental scholarship (e.g., archives and databases);
  • analysis of digital methods applied to environmental humanities research (e.g., text mining, spatial analysis, statistics);
  • connections between political ecological/environmental discourses and the ethics and politics of digital access;
  • reflections from humanities perspectives on the opportunities and challenges of the digital representation of environmental data;
  • the role of new media and digital communities in fostering the debate on environmental challenges;
  • digital publications on environmental topics: as a way to reach a wider public or their role in the promotion/tenure process.

We look forward to your contributions on these or other topics relevant to the intersections of digital and environmental humanities.

For more information, please visit the Environmental Humanities website.

“Slow Violence”: A Proposal for Ecological Game Studies

by Alenda Y. Chang

Critical game studies is by now a well-developed field. Thus far, however, there has been little sustained interest on behalf of game scholars in connections to the life sciences and pressing modern environmental issues. Popular perception of computer and video games as mere technology and recreation has also arguably shielded them from important questions about how they model natural environments, and the recent, all too familiar furor over video game violence makes these dual oversights rather evident.

About a month ago, on Christmas Day, the front page of The New York Times featured a disquieting article about the growing ties between the video game industry and firearms manufacturers, in the wake of public outcry after the tragic Newtown, Connecticut, mass shooting on December 14.[i] Given the accessibility and apparent popularity of the assault-grade weapons used by the shooter (including a Bushmaster semi-automatic military-style rifle and Glock pistol), the article’s authors drew attention to the licensed representation of purchasable guns in well-known, first-person shooter games like Electronic Arts’ Medal of Honor and Activision’s Call of Duty titles. However, the article rates attention less in terms of its predictable media-effects finger pointing, than in its evidence for both the increasing commercialization and branding of game content and the persistent and problematically narrow ideal of realism in game design.

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Environmental collateral damage in Call of Duty 4: Modern Warfare (image courtesy Activision.com)

For decades, violence and video games has been a particularly fraught topic for anyone involved with the design or study of games, from scholars and researchers to industry employees. Having regularly come under Congressional examination, most often after high-profile shooting sprees of the Columbine and Newtown variety, video game violence is no doubt the game-related issue that most people, non-players especially, are most likely to have encountered in the mainstream media. Though in June 2011 the Supreme Court struck down a California law prohibiting the sale of violent video games to minors, ruling that games, like gruesome fairy tales, are Constitutionally protected cultural forms of free speech, politicians and pundits continue to press legislative reform over video game violence and its potential effect on minors and pathological individuals (much has already been written about Vice President Joe Biden’s investigations into violent media in prologue to President Obama’s recent recommendations on gun control). Video games (as well as other forms of screen violence) almost always bear the brunt of public and official reprisal, rather than lack of services for the mentally ill, our culture’s general glorification of military strength, and the distinctively American rhetoric of survivalism and frontier individualism (ironically, spokesmen for the National Rifle Association have done their best to redirect blame toward video games, despite the recent release of an NRA-licensed shooting practice iOS app).

While I agree with those that think games are too convenient a scapegoat for heinous acts committed by armed killers, I am more concerned that the obsession with game violence has diverted our attention from other, equally important forms of game realism, other aesthetic and experiential avenues for gameplay and design, and other vital ways in which virtual game worlds inflect and cross over into our lived social and material worlds. Without exempting games from necessary scrutiny of their often extreme and tasteless violence, what might we gain by leaving behind the perpetual struggle between First and Second Amendment rights and instead identifying and addressing what I see as unfortunate but telling lacunae in the study and reception of games?

In the first place, not all games are violent, at least in the sense that they involve shooting, maiming and killing, or assassinating one’s virtual enemies. As evidenced by the rise of so-called “art” games and “serious” games (sometimes called “games for change”), more and more games are being created outside of the channels of mainstream entertainment, with forms and goals tightly enmeshed with art, education, and political and social activism. On another level, one might also productively argue that limiting the definition of violence to the kinds of spectacular brutality common in fighting, action-adventure, and shoot-‘em-up games—that is, overt and often graphic physical harm generally committed by humans against other humans—ignores the reality that a different and more pervasive violence is constantly being perpetrated in today’s world, what Rob Nixon has called the “slow violence” of environmental destruction and cumulative toxic effects. Games both duplicate and deny this less sensational but equally destructive sort of violence, often by dissociating industrial and commercial activity from the social and ecological realities of labor, pollution, and waste:

 

A cheerful call for urban development in Zynga’s CityVille, on Facebook (personal screenshot)

A cheerful call for urban development in Zynga’s CityVille, on Facebook (personal screenshot)

And while only some games may be labeled as violent, all games feature a game world or environment in which gameplay occurs, though that environment may range widely in terms of detail and visual fidelity, from the relatively impoverished worlds of text-based or single-screen games to the intricate and immersive three-dimensional worlds of massively multiplayer online games (MMOGs) and blockbuster console games. This suggests that a disproportionate amount of attention has been paid to a particular type (violence) and subtype (graphic violence) of game material, without considering a broader and in many respects more pertinent aspect of games, namely their environmental content.

Global environmental upheaval and destruction in the wake of a dragon’s awakening in World of WarCraft: Cataclysm (2010) (image courtesy Joystiq.com)

Global environmental upheaval and destruction in the wake of a dragon’s awakening in World of WarCraft: Cataclysm (2010) (image courtesy Joystiq.com)

This is where I have focused my thinking for the past four years, while writing a dissertation on the ecology of games (and I really do mean ecology, as in the science presaged by figures like Ernst Haeckel and Jakob von Uexküll, not merely the loose suggestion of significant interrelation implied by terms like political or media ecology). Happily, my work in Playing Nature has found a congenial home in the nascent environmental humanities and ecomedia studies communities, by making an unlikely pair out of the disciplines of literary environmental criticism and new media theory (in particular critical game studies). In my mind, these academic areas offer each other much-needed correctives in a time of both widespread digital technology and environmental crisis, as the one has tended to exclude designed landscapes and modes of mediated interaction perceived as detracting from direct experience of the natural world, while the other has, with rare exceptions, failed to acknowledge emerging technologies’ embeddedness in material circumstances and finite natural systems.

In brief, Playing Nature accepts that our experiences of the natural world have been increasingly mediated by technology, in order to consider the tacit ecological lessons offered by both historical and contemporary gameplay. While a depressing majority of mainstream game environments fall into what I have called the “graphical spectacle” and “resource extraction” camps of environmental modeling, I would argue that games lend themselves to the representation and exploratory manipulation of simulated ecological functions, and that they are especially well equipped to remedy the common difficulties faced by environmental educators and activists—including the question of how to successfully render the scale and urgency of global environmental change in less didactic or declamatory and more dynamic and intrinsically engaging forms.

Urban revitalization in Flower (2009) (image courtesy thatgamecompany.com)

Urban revitalization in Flower (2009) (image courtesy thatgamecompany.com)

In my work, the term “game environments” is intended to designate more than a game’s scenery, or the pictorial components of its in-game world, or diegesis. Though many remember the scrolling clouds and colorful obstacles of Super Mario Bros., or the desert sands and garden palaces of Prince of Persia, as the defining elements of their respective game settings, game environments extend beyond surface appearances to the underlying mechanics with which programmers establish the “rules” of game universes. From motion physics to seasons and climatic zones, from resource availability and creature “spawn” rates to concept art and ambient sounds, players operate within a multitude of environmental parameters that determine not only what the game world looks like, but also how it responds to player input.

The logic of resource extraction and capital expansion in Zynga’s FarmVille 2 (personal screenshot)

The logic of resource extraction and capital expansion in Zynga’s FarmVille 2 (personal screenshot)

While environmentalism, environmental science, and environmental history have by now a decades-long intellectual history, the current groundswell of cross-disciplinary interest in environmental criticism that we are witnessing in the postmillennial aftermath of Deepwater Horizon, Hurricanes Katrina and Sandy, and largely ineffectual international efforts to mitigate climate change, are evidence of both fresh wounds and radically felt anxieties and excitement over the ways that our scholarship can stretch beyond classroom walls and printed pages to the world we inhabit. Though many may rebel against the proposition that something as patently artificial and removed from the elements as a virtual game world might be thought of as environmental, how virtual is the virtual in an era when digital technology premises its eventual ubiquity on controlling a vast share of the world’s resources and transforming discarded electronic waste into othernational problems? And for how many millions of people do the hours spent in game environments vastly outnumber the hours spent outdoors or in wilderness areas, or even engrossed in books, movies, and television? Ontologically and epistemologically speaking, computer and video games present a rich limit case for the claims of environmental scholarship—a place where the natural and the digital collide and prompt careful reexamination of our assumptions about nature, realism, and the virtual.

Further reading:

From the author

Related Links

Bio:

Alenda Chang is a Ph.D. candidate in the Department of Rhetoric at the University of California, Berkeley. Her dissertation, entitled Playing Nature: The Virtual Ecology of Game Environments, proposes new methods and objects for environmental inquiry through multilayered engagement with the imaginative worlds of contemporary gaming. Ms. Chang is an active member of the Berkeley Center for New Media’s Executive Committee and recently helped to launch the Humanities, Arts, Science, and Technology Advanced Collaboratory (HASTAC) forum, “Press Start to Continue,” on future directions in game studies. She maintains the Growing Games blog and has published work in The Information Society, Qui Parle, and Interdisciplinary Studies in Literature and Environment.

 


[i]                   Meier, Barry and Andrew Martin. “Real and Virtual Firearms Nurture a Marketing Link.” New York Times 25 Dec. 2012: A1. Print.

Going Graphic!

Jessica Van Horssen, Assistant Professor
York University, Toronto

What is the role of the historian in society? Are we simply charged with teaching undergraduates about the assassination of Archduke Franz Ferdinand, year after year, or is there something more? We all know the oft-repeated mantra, that we study history in order to better understand the present and avoid the mistakes of the past, but is this mantra merely theoretical, or can we apply our historical knowledge to present day situations?

In my research and teaching, I have always kept JR McNeill’s wise words from his article, “Drunks, Lampposts, and Environmental History,” in mind: “…the most urgent duty of environmental history is to abandon the shelter of ivory towers for the blood-spattered arena of public discourse and the dangerous task of infiltrating the corridors of power.”

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The 3 Me’s and the Digital Environmental Dissertation

Richard Ross, Ph.D. candidate in Environmental History
Claremont Graduate University

Hashtags, the 3 Me’s, and the Digital Environmental Dissertation

During the last few decades, new ways to find, share, and tell stories have emerged using digital technologies—I use “technologies” here to reference tools (software), methods (programming), and formats (publishing). I have, over this past decade, used a number of these digital technologies from Zotero and Web Development to Markdown and Twitter to aid me in my graduate studies. This past spring at the ASEH, I participated in a panel, Digital Environmental History: Tools and Projects, which sought to engage the wider EH community about the digital tools and projects being used and developed, and to encourage the community to think about how digital technologies are and could change our scholarship. My participation in the Digital Environmental History: Tools and Projects panel was not related to any significant scholarship, digital or otherwise, on my part. Rather, I used to Twitter to engage with a community of environmental historians and other scholars using the EnvHist hashtag. As I have used these digital technologies and with sometimes gentle and not so gentle prodding from my advisor, I have come to recognize that I use this myriad morass of digital technologies along three lines, and define them as the “Digital 3 Me’s”: the Public Me, the Teaching Me, and the Scholarship Me. Specifically, the Public Me and Teaching Me have led me to wonder: “What could, what should, a dissertation—the 19th century gift to the historian—be in the context of these 21st century digital technologies?”

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CFP: New media, new audiences: Circulating environmental history @ ESEH2013

 

Kimberly Coulter

Photo by Janina Jacke

AntSpiderBee editor and project director of the Environment & Society Portal Kimberly Coulter is seeking contributions for a panel on the theme “New media, new audiences: Circulating environmental history” for the ESEH 2013 biennial conference in Munich, Germany, 20-24 August 2013. Digital technologies present a variety of opportunities for environmental historians to engage broader audiences. How do these tools affect the composition, distribution, and reception of environmental discourse? What opportunities and challenges do they pose for building interdisciplinary connections? How do they shape public interest and possibly even action? Papers should address specific tools or projects in the context of larger implications of new media and discursive forms for environmental history.  Panelists might consider how digital media informs environmental history scholarship, or they may wish to focus on forms of “impact” environmental historians can have with new forms of communication. If you would be interested in contributing to the panel, please contact Kimberly Coulter at kimberly.coulter@gmail.com with a short abstract and brief biography (each ca. 200 words) no later than 30 September.  

The Spider

CFP: Digital Natures @ ESEH2013

Aram Bartholl, “Map”, CC BY-NC-ND 2.0: http://www.flickr.com/photos/bartholl/3385796780/

Finn Arne Jørgensen posted the following CFP:

I am looking for participants for a session examining the intersection between digital technologies and the use and management of nature at the European Society for European History biannual meeting in Munich, August 20-24, 2013. Aligning with the conference theme of “Circulating Natures,” the session will explore how knowledge and ideas of nature in general and places in particular circulate between digital representations, public discourses, and bodily experiences of being in nature. I can mention a few possible topics: How have GIS technologies transformed the management of natural areas? How are digital maps used in trekking and nature tourism? Can digital art increase awareness of environmental issues? How have nature experiences and environmental concerns been translated into computer games?

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