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Browsing by Subject "environmental communication"

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  • Korhonen, Henni (2021)
    The focus of this thesis is on environmental agency in two different video games, The Sims 4 Eco Lifestyle and Final Fantasy VII Remake. The research questions aim to answer how the player can act as an environmental agent in these two games and what are the key differences between these games. The study is executed in a form of qualitative two-case case study with the help of close reading. With close reading eight different types of agencies that form the typology of this study, will be analysed in order to answer the research questions. The data for this thesis was collected by playing both games and taking notes by following close reading. The notes were then analysed with the different types of agencies. The results showed clear overlapping of the types of agencies, and it could be said that environmental agency can be used better in the game when the overlapping is happening. The agencies complemented each other and made the possible learning process in the game more fulfilling. The main difference between the game seems to be that The Sims 4 Eco Lifestyle as a life simulation game offers more diverse possibilities for environmental player agency. The studies about environmental games are mainly focused on serious games and not so much on commercial games. Video games hold great potential to engage people in environmental things especially with the help of player agency. It offers the player the ability to make meaningful choices and if they are structure well, the player can see the consequences of their agency which serves as an effective feedback which could lead to positive learning. In this case, the environmental agency in the game could be transformed into real-life environmental agency. As video games have become more immersive and their environments more realistic, it could be worth considering that separating virtual environment from the real-life one might not be necessary anymore. Therefore, games like The Sims 4 Eco Lifestyle and Final Fantasy VII Remake could serve as an example of how environmental agency within them could be harnessed into wider use.
  • Lyytikäinen, Veera (2020)
    It is widely acknowledged that previous efforts to communicate the severity and rate of climate change have failed. Science communication has for decades relied on the presumption that more information leads to more informed decisions, thus so far, the scientific consensus about human-caused climate change has not resulted in required changes in behaviour. Previous communication efforts have, for the most part, attributed inaction to the lack of information, but in doing so, have excluded many social and psychological elements of communication. Although raising the level of awareness about climate change has been successful, climate change remains to be perceived to be a distal threat. Recently, more sophisticated approaches have been developed to meaningfully communicate climate change, drawing attention to the framing of the communication. In this study, a new approach to science-based environmental communication is evaluated. The case study seeks to address how immersive Virtual Reality (VR) can be used as a tool in science-based environmental communication for policymakers in a locally relevant context. Via immersive VR, information about forests’ role in climate change is mediated to forest policymakers. In the science communication, climate change is framed as an experiential, local, and present risk, promoting a problem definition that focuses on the climate effects of forest utilisation. I evaluate the success of the science-based environmental communication by measuring participants’ personal responses. I focus on measuring enjoyment, interest, trust, and usability. The study participants are members of the Parliament of Finland and governmental officials from the Ministry of Agriculture and Forestry; and the Ministry of the Environment. The study material consists of feedback forms from participants (N=65) and interviews of the key actors (N=7). To consider the historical background and many conflicting interests in Finnish forest and climate politics, I focus on the comparison between the natural resource position and the environmental position. The results of this study offer compelling evidence for how differently policymakers representing these two positions perceive the usage of immersive VR in science-based environmental communication. The environmental position indicated significantly higher levels of success on all measured components. Considering that the science communication framed forest utilisation as an environmental issue, it is not surprising that participants holding the environmental position perceived the science communication to be more enjoyable, interesting, trustworthy, and usable. Accordingly, the study results provide additional support for the idea of Finnish forest policy as a polarised field of policy with two main positions. With the means of immersive VR, I was able to induce strong personal responses to the science communication. Participants holding the natural resource position were more likely to challenge the legitimacy of the information and the use of VR in science communication than participants holding the environmental position. The results point to the likelihood that communicating climate change via immersive VR can induce strong negative emotions in the participants, but when the communication is comparable with the policymaker's policy preferences, they respond more positively. The study results also suggest, that to communicate climate change more meaningfully, immersive VR should be further explored as a supplementary tool in science communication.