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Labour and the Ecological Critique of Capitalism in Videogames: The Case of Stardew Valley

https://doi.org/10.22394/2074-0492-2020-3-242-266

Abstract

In this paper we conduct an analysis of the critical narratives of Stardew Valley and compare them to other relevant videogames in order to develop new possibilities for an ecological critique of capitalist extractive economies. Critical narratives of this game are aimed primarily at the alienating conditions of labour and deeply devastating modes of production under capitalism that impact and severely damage the environment. Analysing these narratives, we superimpose the immediate messages of the game with the procedural rhetoric and material conditions of their existence. Over the course of our analysis, we highlight a material-narrative dissonance which, in the case of Stardew Valley, fails to function as a communicative strategy of the game and remains its mere external contradiction. Although the game's critical narrative may seem overly utopian and its political imaginary a bit underdeveloped, the game elaborates on concrete ways to tackle the alienation of labour and resolve the ecological crisis. In addition to this, the paper covers the history of the interplay between the video game industry and the field of global ecological crisis research. We compare the attempts to raise awareness of the videogames' own materiality that preceded Stardew Valley. We conclude that Stardew Valley utilises the language of sustainable co-existence and wasteless local production, expanding this logic both to the sphere of labour and the spectrum of environmental problems. In the case of ecological critique, some gameplay decisions in Stardew Valley enable us to come up with new strategies aimed at creating critical narratives about the environment in videogames. Thus supplementing Stardew Valley's findings with critical tropes derived from other games (mainly, Rain World), we were able to gather a set of theoretical instruments that could facilitate the creation of games about ecosystems. 244 Following Donna Haraway's emphasis on the crucial role of narrative framing ("it matters which stories tell stories"), we highlight new opportunities for the entire medium of videogames.

About the Authors

Alexander R. Awagjan
European University at St.Petersburg
Russian Federation

MA student at Stasis Centerfor Practical Philosophy at
EU SP



Artem A. Kalugin

Russian Federation

Independent researcher



Pavel R. Kondrashov
Hanze University of Applied Sciences,
Netherlands


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Review

For citations:


Awagjan A.R., Kalugin A.A., Kondrashov P.R. Labour and the Ecological Critique of Capitalism in Videogames: The Case of Stardew Valley. Sociology of Power. 2020;32(3):242-266. (In Russ.) https://doi.org/10.22394/2074-0492-2020-3-242-266

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ISSN 2074-0492 (Print)
ISSN 2413-144X (Online)