[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-1-en-105":3,"doc-seo-572904-105":53,"doc-detail-572904-en":120},{"code":4,"msg":5,"data":6},0,"success",[7,14,19,24,29,34,39,44,49],{"id":8,"doc_module":9,"doc_module_name":10,"category_name":11,"show_sort_weight":12,"slug":13},11,1,"Template","Presentations",90,"presentations",{"id":15,"doc_module":9,"doc_module_name":10,"category_name":16,"show_sort_weight":17,"slug":18},12,"Resumes",80,"resumes",{"id":20,"doc_module":9,"doc_module_name":10,"category_name":21,"show_sort_weight":22,"slug":23},14,"Invoices",70,"invoices",{"id":25,"doc_module":9,"doc_module_name":10,"category_name":26,"show_sort_weight":27,"slug":28},15,"Posters",60,"posters",{"id":30,"doc_module":9,"doc_module_name":10,"category_name":31,"show_sort_weight":32,"slug":33},16,"Social Media",50,"social-media",{"id":35,"doc_module":9,"doc_module_name":10,"category_name":36,"show_sort_weight":37,"slug":38},17,"Forms",40,"forms",{"id":40,"doc_module":9,"doc_module_name":10,"category_name":41,"show_sort_weight":42,"slug":43},18,"Letters",30,"letters",{"id":45,"doc_module":9,"doc_module_name":10,"category_name":46,"show_sort_weight":47,"slug":48},21,"Paper Templates",5,"papers-templates",{"id":50,"doc_module":9,"doc_module_name":10,"category_name":51,"show_sort_weight":4,"slug":52},158,"General","general-158",{"code":4,"msg":54,"data":55},"ok",{"site_id":56,"language":57,"slug":58,"title":59,"keywords":60,"description":61,"schema_data":62,"social_meta":113,"head_meta":115,"extra_data":117,"updated_unix":119},105,"en","playing-nature-ecology-in-video-games-a-study","Playing Nature - Ecology in Video Games - A Study","","Playing Nature: Ecology in Video Games examines how ecological thinking can emerge through digital play. It situates games beyond fixed categories and teleological accounts, treating play as a site where “serious worldliness” and recuperation may become possible. Across an introduction and five thematic chapters—Mesocosm, Scale, Nonhuman, Entropy, and Collapse—the book traces how video-game worlds model environments, agency, and ecological dynamics, supported by notes, gameography, and an index.",{"@graph":63,"@context":112},[64,80,95],{"@type":65,"itemListElement":66},"BreadcrumbList",[67,71,74,77],{"item":68,"name":69,"@type":70,"position":9},"https://docshare.wps.com","Home","ListItem",{"item":72,"name":10,"@type":70,"position":73},"https://docshare.wps.com/template/",2,{"item":75,"name":46,"@type":70,"position":76},"https://docshare.wps.com/template/paper-templates/",3,{"item":78,"name":59,"@type":70,"position":79},"https://docshare.wps.com/template/playing-nature-ecology-in-video-games-a-study/572904/",4,{"url":78,"name":59,"@type":81,"author":82,"headline":59,"publisher":85,"fileFormat":88,"inLanguage":57,"description":61,"dateModified":89,"datePublished":89,"encodingFormat":88,"isAccessibleForFree":90,"interactionStatistic":91},"DigitalDocument",{"name":83,"@type":84},"Jacob","Person",{"url":68,"name":86,"@type":87},"DocShare","Organization","application/pdf","2026-10-13",true,{"@type":92,"interactionType":93,"userInteractionCount":4},"InteractionCounter",{"@type":94},"ViewAction",{"@type":96,"mainEntity":97},"FAQPage",[98,104,108],{"name":99,"@type":100,"acceptedAnswer":101},"What is the main focus of Playing Nature: Ecology in Video Games?","Question",{"text":102,"@type":103},"It explores how ecology can be understood through the structures, representations, and experiences of video games.","Answer",{"name":105,"@type":100,"acceptedAnswer":106},"Which major topics are covered in the book’s chapters?",{"text":107,"@type":103},"The chapters address Mesocosm, Scale, Nonhuman, Entropy, and Collapse, each linking ecological ideas to game-world questions.",{"name":109,"@type":100,"acceptedAnswer":110},"How does the introduction frame play in relation to ecological or “serious” worldliness?",{"text":111,"@type":103},"The introduction argues that play, outside fixed categories and functional aims, can enable worldliness and recuperation.","https://schema.org",{"og:url":78,"og:type":114,"og:title":59,"og:site_name":86,"og:description":61},"article",{"robots":116,"canonical":78},"index,follow",{"doc_id":118,"site_id":56},572904,1791929953,{"code":4,"msg":5,"data":121},{"doc_id":118,"user_id":122,"nickname":83,"user_avatar":123,"doc_module":9,"category_id":45,"category_name":46,"doc_title":59,"doc_description":61,"doc_content":124,"file_id":125,"file_url":126,"file_type":127,"file_size":128,"view_count":4,"is_deleted":4,"is_public":9,"is_downloadable":9,"audit_status":9,"page_count":129,"language":130,"language_code":57,"site_id":56,"html_lang":57,"table_of_contents":131,"faqs":132,"seo_title":133,"seo_description":61,"update_tm":119,"read_time":134},962084931830,"https://ap-avatar.wpscdn.com/davatar_a8503ba1806abce46bf441b54a3ca4cd","This content downloaded from [103.242.197.52](103.242.197.52) on Thu, 18 Jun 2020 18:00:07 UTC All use subject to [https://about.jstor.org/terms](https://about.jstor.org/terms)  \nPLAYING NATURE  \nThis content downloaded from [103.242.197.52](103.242.197.52) on Thu, 18 Jun 2020 18:00:07 UTC All use subject to [https://about.jstor.org/terms](https://about.jstor.org/terms)  \nElectronic Mediations  \nSeries Editors: N. Katherine Hayles, Peter Krapp, Rita Raley, and Samuel Weber  \nFounding Editor: Mark Poster  \n58 Playing Nature: Ecology in Video Games Alen d A Y . Ch A n g  \n57 Sensations of History: Animation and New Media Art J A mes J . h o d ge  \n56 Internet Daemons: Digital Communications Possessed Fenwi C k m C k el ve Y  \n55 What Is Information?  \nP e ter J A n i C h  \n54 Deconstruction Machines: Writing in the Age of Cyberwar Jus tin Jo q ue  \n53 Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames  \ns te P h A nie B o l uk A nd PA tr i C k lem ieux  \n52 The Perversity of Things: Hugo Gernsback on Media, Tinkering, and Scientifiction  \nh ugo g er ns B A C k, ed ited BY g r A nt wY th o FF 51 The Participatory Condition in the Digital Age  \nd A r in B A r ne Y , gAB r iell A C o lem A n,  \nChr is tine r oss, Jo n A th A n s ter n e,  \nA nd t A m A r t em B e C k, ed it o rs  \n50 Mixed Realism: Videogames and the Violence of Fiction t im o th Y J . w els h  \n49 Program Earth: Environmental Sensing Technology and the Making of a Computational Planet  \nJenni F er gA B r Y s  \n48 On the Existence of Digital Objects Yuk h ui  \n(continued on page 295)  \nThis content downloaded from [103.242.197.52](103.242.197.52) on Thu, 18 Jun 2020 18:00:07 UTC All use subject to [https://about.jstor.org/terms](https://about.jstor.org/terms)  \nPLAYING NATURE  \n􀀟  \nECOLOGY IN VIDEO GAMES  \nAlendA Y. ChAng  \nElectronic Mediations 58  \nUNIVERSITY OF MINNESOTA PRESS  \nMINNEAPOLIS • LONDON  \nThis content downloaded from [103.242.197.52](103.242.197.52) on Thu, 18 Jun 2020 18:00:07 UTC All use subject to [https://about.jstor.org/terms](https://about.jstor.org/terms)  \nEvery effort was made to obtain permission to reproduce material in this book. If any proper acknowledgment has not been included here, we encourage copyright holders to notify the publisher.  \nDifferent versions of portions of the Introduction and chapter 1 were previously published as “Games as Environmental Texts,” Qui Parle 19, no. 2 (Spring/Summer 2011):  \n57–84. An earlier version of chapter 2 was previously published as “Think Galactically, Act Microscopically? The Science of Scale in Video Games,” Sustainable Media, ed. Janet Walker and Nicole Starosielski, 215–31 (New York: Routledge, 2016) . Portions of an earlier version of chapter 4 were previously published as “Back to the Virtual Farm: Gleaning the Agriculture-Management Game,” Interdisciplinary Studies in Literature and Environment 19, no. 2 (Spring 2012): 237–52, reprinted by permission of Oxford University Press.  \nThis project was supported in part by funding from the University of California Presidential Faculty Research Fellowships in the Humanities, MR-15328710.  \nCopyright 2019 by the Regents ofthe University of Minnesota  \nAll rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of  \nthe publisher.  \nPublished by the University of Minnesota Press  \n111 Third Avenue South, Suite 290  \nMinneapolis, MN 55401-2520  \n[http://www.upress.umn.edu](http://www.upress.umn.edu)  \nPrinted in the United States of America on acid-free paper  \nThe University of Minnesota is an equal-opportunity educator and employer.  \nLibrary of Congress Cataloging-in-Publication Data Names: Chang, AlendaY., author.  \nTitle: Playing nature : ecology in video games / Alenda Y. Chang.  \nDescription: Minneapolis : University ","cbCaimNBRiVi121G","https://ap.wps.com/l/cbCaimNBRiVi121G","pdf",5339184,308,"English","# Introduction: Edge Effects\n## Mesocosm\n## Scale\n## Nonhuman\n## Entropy\n## Collapse\n## Acknowledgments\n## Notes\n## Gameography\n## Index","[{\"question\":\"What is the main focus of Playing Nature: Ecology in Video Games?\",\"answer\":\"It explores how ecology can be understood through the structures, representations, and experiences of video games.\"},{\"question\":\"Which major topics are covered in the book’s chapters?\",\"answer\":\"The chapters address Mesocosm, Scale, Nonhuman, Entropy, and Collapse, each linking ecological ideas to game-world questions.\"},{\"question\":\"How does the introduction frame play in relation to ecological or “serious” worldliness?\",\"answer\":\"The introduction argues that play, outside fixed categories and functional aims, can enable worldliness and recuperation.\"}]","Playing Nature - Ecology in Video Games - A Study | PDF",108]