Some Quick Final Thoughts on Climate Change & Video Games
I hope you’ve enjoyed at least some of the games I’ve linked today. However, on the subject, there are a few things I think are worth discussing.
Games, Climate Change, and Politics.
You might think that some of the games I’ve linked to today aren’t really too helpful to the player in terms of teaching them to mitigate the effects of climate change. In fact, some of them are rather political in nature, some more explicitly so than others.
Mitigating the effects of climate change is, of course, as much about political action as it is about personal action. If you can’t see why, then do play some of the aforementioned games in the previous two posts; they will enlighten you more than any further rhetoric here can. No really, go back and play: post #1, post #2.
This is why COP15 – United Nations Climate Change Conference this December in Copenhagen is so vitally important. It’s goal is to establish an ambitious global climate agreement for the period from 2012 when the first commitment period under the Kyoto Protocol expires. “15,000 officials from 200 countries will gather”. Yes, it’s a pretty big deal.
After various internet campaigns sought to send UK Prime Minister Gordon Brown to the conference, he recently announced that he would personally attend the conference, and urged other world leaders to do the same. Indeed, last month, Brown wrote in Newsweek that:
In just 11 weeks, the world will convene in Copenhagen, under the auspices of the United Nations, to forge a new international agreement on climate change. It is a historic moment: the ultimate test of global cooperation. Yet the negotiations are proceeding so slowly that a deal is in grave danger.
If we miss this opportunity, there will be no second chance sometime in the future, no later way to undo the catastrophic damage to the environment we will cause.
Edit: And it seems, Gordon Brown has even posted a Blog Action Day blog post of his own today!
But Video Games & Climate Change? Isn’t that a little… hypocritcal?
So, video games and climate change. You might think “Hmm, I don’t want to be a downer, but isn’t there a bit of hypocrisy in this? If we want to prevent climate change, shouldn’t we use less electricity, lower energy consumption and not play games?”

Right. Well, that is true. After all, according to this article from February of this year, “Video games consume as much energy as San Diego“.
But also extending that same valid logic, Blog Action Day itself is a little counterproductive; we should, perhaps, switch off our laptops and go play outside. But no, we can understand that it is about creating awareness. Indeed, Blog Action Day is a mass social experiment to get thousands of people blogging on the same day about the same important issue. Thus, the number of readers who have had climate change brought to the forefront of their thoughts today is estimated to be 13 million. If all these people were then themselves to take action, whether it be by personally changing their habits to live more ‘greenly’, or by pushing their local politicians, then the potential impact is massive.
Of course, video games have a collossally huge playerbase; you don’t need me to tell you that. If we, as people who make and think about games, can do something to make gamers take action, then the impact would likewise be huge.
Okay, so it’s about creating awareness. But who would want to play games about climate change anyway?
Okay, so we’ve seen games which are quite openly and expressedly political/environmental. Some of them are really rather good. But, what about the games we play every day, though? What about popular, successful, commercial games? After all, these aren’t about climate change, and if they were, surely nobody would buy them anyway if they were about a ‘serious’ issue?
What if games were to address climate change without being explicitly about climate change, however? This brings me to Clive Thompson’s article in Wired earlier this year, in which he claims that “Flower is about climate change. What’s more, it may be the first — and only — truly good game about climate change.”
Indeed, Thompson asserts that Flower is “about changing or improving the situation – and making you feel wonderful”:
And what’s most remarkable is that Flower manages to do this without being cloying and preachy. Indeed, the game is amazingly subtle.
He does however address the fact that plenty of other [mainstream] games refer to climate change in that they are set in a “near-future world ravaged by global warming”; however, in such games, “climate change is part of the background”. There are of course many, many games set in some kind of post-apocalyptic environment (whether that be caused by global warming or nuclear holocaust, alien invasion, or otherwise). However, these do not necessarily compell players to think about their real-world environment; after all, what do many contemporary video games tell us apart from the fact that living in a post-apocalyptic environment is kind of “badass” and awesome?
What is it we need, then? Maybe more games depicting a ravaged and destroyed Earth which isn’t quite so… sexy? I mean, that isn’t to say that there shouldn’t be games in which it is that way, but more voices, and thus more balance is what’s perhaps needed?
Or perhaps Flower and the like is the way forward?
Maybe the answer is something else entirely that we haven’t even thought of? (Maybe taking it offline? Perhaps pervasive games & ARGs might be most suitable for thinking about climate change games?)
Why Gamers Would Be Rather Good at Fighting Climate Change and Saving the World
That probably seems like an odd thing to say about a demographic that uses all that power, after all.
However, moving aside from the old “gamers are used to saving the world all the time” thing (ha!), more seriously, one thing that countless years of playing video games does help you with is a) thinking strategically and b) resource management. These are potentially great tools which can be harnessed in the fight to mitigate climate change.
So, as I’ve explored in these brief notes here, we have the pieces, but how can we, as people who make/think about games, solve this problem?






























