arжade.net by Xuanli Yang                    © 2018-2025



Post-Dirty Job






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Recycling centre
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"At best, boredom might seem to be a trivial matter of little consequence. At worst, juxtaposing boredom with climate change might appear to legitimize and reproduce the trivializing effect of boredom or the relation of indifference that accompanies it" (Anderson, B. 2023). Climate issue has become a topic that people globally cannot avoid discussing. To be honest, in today's world where many people feel tired and bored about this topic, if we do not urgently seek a new way to appeal to people, but instead continue to convey environmental protection concepts in a monotonous manner, it will backfire and exacerbate people's neglect of the issue. This project aims to address the issue of environmental change becoming a boring topic. It originated from the weariness and neglect of environmental issues by many peers and teenagers in the past two years. This project is not intended to challenge the legitimacy of climate issues. On the contrary, it is an attempt to find means to make the younger generation aware of the environmental crisis and promote awareness of environmental issues.

Firstly, in the propagation and promotion of environmental issues, governments and many climate scientists have overlooked long-established learning principles, such as the concept of "experiential learning." This concept suggests placing scientific communication and mathematical data in a secondary position, emphasizing the delivery of a warning with a sense of empathy to players, making the audience more intuitively relate to the environmental crisis (Ettinger, J., Walton, P., Painter, J. and DiBlasi, T. 2021). Such methods are more likely to trigger player awareness of environmental issues. Secondly, as climate issues are a long-term accumulation process, not appearing overnight, people cannot quickly realize how their behavior directly affects the climate. Therefore, I decided to use a game as an immersive medium to respond to "experiential learning," shortening the long-term cause-and-effect relationship of climate change to a 1-2 hour game, efficiently and directly showcasing the climate change caused by player actions.

When there are two opposing options in the game, players can relatively realize whether they are doing 'good' or 'bad' things. Similarly, having options in the game is an important means of increasing player immersion (Ferchaud, A & Oliver, MB. 2019). To strengthen the impact of player behavior on climate, a multi-ending game narrative became my choice. In the game, player behavior serves as a variable, leading to different endings. Thus, I allow players to make different moral choices in the game, providing them with a consequence-free environment. Players, during the gameplay, will trigger good endings by engaging in morally positive behavior, while morally negative actions will result in warning endings. Players can thus realize that the environment is influenced by their actions and choices. Finally, I hope that through this interactive project, the relationship between behavior and climate issues can be visually and efficiently demonstrated, thereby enhancing environmental awareness among the target audience.