2017
DOI: 10.1080/01596306.2017.1306985
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‘A new life in the countryside awaits’: interactive lessons in the rural utopia in ‘farming’ simulation games

Abstract: This paper critically analyses the legitimation of exploitative human-nonhuman animal relations in online 'farming' simulation games, with special reference to the game Hay Day. The analysis therefore contributes to a wider project of critical analyses of popular culture representations of nonhuman animals. The paper argues that legitimation is effected in Hay Day and cognate games through: the construction of idyllic rural utopias in gameplay, imagery and soundscape; the depiction of anthropomorphized nonhuma… Show more

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Cited by 8 publications
(3 citation statements)
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“…The studies by Sutherland ( 2020a ), ( 2020b ) and Cole and Stewart ( 2017 ) are three of a few bodies of research investigating popular online video games based on farming and farming settings (e.g., Farming Simulator, Stardew Valley, and Hay Day) that are used for leisure and not in professional contexts with a specific skill development purpose. The authors highlight the power of video games in producing particular forms of idyllic rural utopia and influencing thoughts and feelings associated with farming, such as the development of empathy regarding the exploitation of real non-human animals (Cole and Stewart 2017 ), and reinforcing ideas such as low input use for farming (Sutherland 2020a ). These types of studies would also benefit from future empirical research into the ways in which these online games impact career initiations in rural regions.…”
Section: The Qualitative Syntheses Resultsmentioning
confidence: 99%
“…The studies by Sutherland ( 2020a ), ( 2020b ) and Cole and Stewart ( 2017 ) are three of a few bodies of research investigating popular online video games based on farming and farming settings (e.g., Farming Simulator, Stardew Valley, and Hay Day) that are used for leisure and not in professional contexts with a specific skill development purpose. The authors highlight the power of video games in producing particular forms of idyllic rural utopia and influencing thoughts and feelings associated with farming, such as the development of empathy regarding the exploitation of real non-human animals (Cole and Stewart 2017 ), and reinforcing ideas such as low input use for farming (Sutherland 2020a ). These types of studies would also benefit from future empirical research into the ways in which these online games impact career initiations in rural regions.…”
Section: The Qualitative Syntheses Resultsmentioning
confidence: 99%
“…Through the creation of immersive and interactive environments, simulation games hold the potential to assist students in comprehending biological concepts more efficiently. For example, game genres like UbiqBio Games (Perry & Klopfer, 2014), Hay Day Game (Cole & Stewart, 2017), and Great Falls Park (Howard et al, 2021) facilitate repeated student interactions with foundational systems across multiple sessions and days. DGBL is increasingly used as an alternative learning tool to teach science in higher and further education (Brown et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…These have targeted, for instance, animal product advertising (Cole and Stewart 2018;Cole 2017; Linné and Pedersen 2016;Stănescu 2016;Fitzgerald and Taylor 2014;Cudworth 2011;Adams 2004a), Hollywood representations of both real and animated nonhuman animals (Malamud 2016;Loy 2016;Molloy 2011;Stewart and Cole 2009;Baker 2001), print media (Freeman 2016;Cole and Stewart 2014), online games (Cole and Stewart 2017), television…”
mentioning
confidence: 99%