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References

2010

No Impact Man

1854

Walden; or, Life in the Woods

2013

Agonistics. Thinking the World Politically

2016

Anthropocene or Capitalocene?

2020

A Life on Our Planet

2014

It Is a Pokémon World’: The Pokémon Franchise and the Environment

2022

The Use of Metaphors as Social Criticism in Billie Eilish O’Connell and Finneas O’Connell’s All the Good Girls Go to Hell and The Bad Guy

2023

Mutate or Die: Neo-Lamarckian Ecogames and Responsible Evolution

2022

Indie City-Building Games Finally Reckon With Climate Change

2021

Ecomodding. Understanding and Communicating the Climate Crisis by Co-Creating Commercial Video Games

2011

Getting geography into the media: understanding the dynamics of academic-media collaboration

2020

The Silent Killer: Consequences of Climate Change and How to Survive Past the Year 2050

2014

“And No Birds Sing”: Discourses of Environmental Apocalypse in The Birds and Night of the Living Dead

2021

Using Animal Retribution Fiction for the Promotion of Environmental Awareness: the Case for a Reinterpretation of Daphne Du Maurier’s “The Birds”

2013

Princess Mononoke and beyond: New nature narratives for children

2011

‘Movements that are drawn’: A history of environmental animation from The Lorax to FernGully to Avatar

2020

Beyond the World’s End: Arts of Living at the Crossing

Environmentalism and the “Ecological Indian” in Avatar: A Visual Analysis

2019

The Environment at Play: Confronting Nature in The Elder Scrolls V: Skyrim and the “Frostfall” Ecomod

2017

Ecomods: an ecocritical approach to game modification

2005

Anime: from Akira to Howl’s Moving Castle

2020

“Get them off this habitat”: Elysium (2013) as antithesis of globalization

2019

From Utopia to Dystopia: Visions of the Future in Literature and Cinema

2018

Climate Apartheid and Environmental Refugees

2007

Consumption and Naturalism in Animal Crossing: Animal Crossing’s Strange, Unresolved Conflict

2020

An Abundance of Fruit Trees: A Garbology of the Artifacts in Animal Crossing: New Leaf

2021

Could Nintendo’s Animal Crossing be a tool for conservation messaging?

2018

The Killability of Fish in The Sims 3: Pets and Stardew Valley

2015

Only Yesterday: Ecological and Psychological Recovery

2014

Buster Keaton’s Climate Change

2021

Arboreal Agency? On the Possibility of Terrestrial Games

2020

Regenerative Play and the Experience of the Sublime: Breath of the Wild

2019

Labour, mining, dispossession: on the performance of earth and the necropolitics of digital culture

2018

Who Made Your Phone? Compassion and the Voice of the Oppressed in Phone Story and Burn the Boards

2014

Fifty Years of Science Fiction Television: Themes of Governance and Bureaucracy in Star Trek and Doctor Who

2012

Harnassing time travel narratives for environmental sustainability eduction

2013

Who’s the Devil? Species Exctinction and Environmentalist Thought in Star Trek

2017

Star Trek: The Human Frontier

2021

Corporate Governance Gaming: The Power of Retail Investors

2021

A Typology of Digital Games Focusing on Potential Contributions to Communicating United Nations Sustainable Development Goals

2020

The Need for Action: Understanding the Environmental Warnings in Princess Mononoke and Oryx and Crake

2012

Animating child activism: Environmentalism and class politics in Ghibli’s Princess Mononoke (1997) and Fox’s Fern Gully (1992)

2014

Ecocomposition: writing ecologies in digital games

2016

The Journey to Nature: The Last of Us as Critical Dystopia

2018

What Is an Ecological Game? Examining Gaming’s Ecological Dynamics and Metaphors through the Survival-Crafting Genre

2020

Can apps make air pollution visible?

2016

Self-Fashioning in Action: Zelda’s Breath of the Wild Vegan Run

How do marine and coastal citizen science experiences foster environmental engagement?

Commercial Orientation in Grassroots Social Innovation: Insights From the Sharing Economy

Bad Environmentalism

Posthumanism in Outer Wilds

Gaming as a driver for social behaviour change for sustainability

Eco-Apps and Environmental Public Participation

2021

Showing They Care (Or Don’t): Affective Publics and Ambivalent Climate Activism on TikTok

Slow Ecocinema, the Forest, and the Eerie in Experimental Film and VR (360-Degree) Nature Videos

Slow Media

Fantastic futures? Cli-fi, climate justice, and queer futurity

2015

Creating an Eco-Identity via Community Gardening Activities

2019

From Treetops to Tabletops: A Preliminary Investigation of How Plants Are Represented in Popular Modern Board Games

Interactive Media for Sustainability – Imagination

Environmental literacy, ecological literacy, ecoliteracy: What do we mean and how did we get here?

Animal Mayhem Games and Nonhuman-Oriented Thinking

The Environmental Sublime and Ecological Melancholy

Gaming conservation: Nature 2.0 confronts nature-deficit disorder

Bambi and the hunting ethos

Green Media and Popular Culture

Created by the Green Media Studies initiative at Utrecht University.

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