*Trilogy 01.
@mmunition/合法军火, PSA, 3Dfilm, 2024
*Trilogy 02.
Post-Dirty Job/后脏活 Video game, 2023
*Trilogy 03.
Happiness_Index/幸福指数, Video game, 2023
04.
Graffiti Boy: West Hampstead,
Video game, 2023
05.
Worship Premium, Installation, 2024
06.
Bootleg Toy Shop, 3D Printing
07.
DietBurger, Sculpture,
2022
*Trilogy 02.
Post-Dirty Job/后脏活 Video game, 2023
*Trilogy 03.
Happiness_Index/幸福指数, Video game, 2023
04.
Graffiti Boy: West Hampstead, Video game, 2023
Worship Premium, Installation, 2024
06.
Bootleg Toy Shop, 3D Printing
DietBurger, Sculpture, 2022
08.
The Wallllllllllllllllllllllllllllllllll
08.
The Wallllllllllllllllllllllllllllllllll
Commision (coming soon)
01.
Minga London
02.
Rafaela Pestritu
03.
J.mag & Masiwei
Minga London
Rafaela Pestritu
J.mag & Masiwei
All Rights Reserved © 2024 Xuanli Yang
Post-Dirty Job
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.