Investigating the worlds of activists for virtual world design

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Master Thesis

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CC-BY-NC-ND

Abstract

This study explores Indian activists’ worlds and their efforts at shaping their worlds. This research took an open approach to exploring the worlds and narratives of Indian environmentalists. After gaining insights, the study answered how these insights can be translated and presented in games that entail virtual worldbuilding. This research objective was fulfilled by closely working with a game-developing team. The team is developing a fictional deck-builder game (All Rise) that pivots around the environmental crisis, taking court actions against influential actors, institutions, and organizations. After investigating Indian environmentalists’ worlds, I conclude that the interviewees engage in observation, learning, and discernment to refine their mental models. Their evolving internal worldviews gradually manifest externally, with mental alignment expressed through physical actions. These internal realizations are driven by a sense of belonging, recognition, and validation. The study underlines the importance of supporting and understanding these agents of change. After working with the All Rise team and doing some background literature review, I emphasize that virtual worldbuilding must be approached sensitively to the cultures, people, and environments it draws inspiration from. I also suggest that specific industries and disciplines remain primarily untapped for climate gaming and contemporary topics, not due to a lack of interest but because of a lack of knowledge and awareness. I conclude that research should explore diverse environmental lifestyles worldwide, involving sustainability scientists and other disciplines, for a holistic understanding. Additionally, practical and creative media industries, like gaming and entertainment, must depict real-life inspirations humanely and sensitively. They should invest time, effort, and resources to fully understand the cultural and anthropological evolution of the societies from which they draw inspiration.

Keywords

World-making; worldbuilding; designing virtual worlds; realities; game industry; sustainability science; game and media impact

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