[Parts: First | Prev | Next | Last | All] [Links: To-K | From-K | From-Kx | Refs ]
Game players tend not to respond to the preoccupations central to politics. Young people respond in significant numbers to the successors of Dungeons and Dragons and other games (see John Borland and Brad King. Dungeons and Dreamers, 2003). Through the imaginative and mythological content of games, it might be argued that young people are training themselves for Armageddon -- after the enraptured have left [more] -- rather than for the implementation of the United Nations Agenda 21 and its Millennium Development Goals. Curiously they are activating, and connecting with, cultural symbols that otherwise would be largely considered meaningless in modern civilization.
This suggests that for the climate of opinion to change, excitement of some kind needs to be a focus; hence the call here for new kinds of game and play. But for this to have any effect on climate change, then such playing needs to "connect" psychologically with consumption patterns at the personal level and with policy processes at the collective level.
It might be said people are stuck in bad or impoverished "games" that are in many ways a reflection of the inappropriateness of consumption patterns and official policies:
From this perspective, planetary and psycho-social challenges need to be designed into games. But, the games available to people may be increasingly inadequate to the degree of excitement required to sustain their engagement in society. Why are some better nourished by "SUV games" than by "Agenda 21 games"? If official games were as exciting as they need to be to engage people, then surely more people would play them. There is therefore a basic distinction to be remembered between:
[Parts: First | Prev | Next | Last | All] [Links: To-K | From-K | From-Kx | Refs ]