An eco-critical and editorial perspective on digital productsDigital Products; Ecocriticism; Game Studies.
This thesis, titled "An Ecocritical and Editorial Perspective on Digital Products," investigates
the intersections of ecocriticism, editorial processes, and affective experience within digital
products, primarily focusing on four video games – Transistor, Horizon Zero Dawn, The Outer
Worlds, and Baldur’s Gate 3 – and the artist's book "Samba." Adopting a methodology
grounded in Leibniz's "minor keys" and Isabelle Stengers' "ecology of practices," the analysis
explores how these artifacts construct narratives, worlds, and interactions that evoke affect
and prompt reflections on the relationships between humanity, technology, nature, and power
structures. The editorial perspective is employed to examine the "assembly" and "editing"
processes inherent in both game creation and player agency in constructing their experiences,
particularly within branching narratives. The ecocritical dimension is mobilized to analyze
representations of capitalist ruins (Anna Tsing), technodiversity (Yuk Hui), and critiques of
consumerism and exploitation (Byung-Chul Han) within these fictional worlds. The
comparative study seeks to identify convergences and divergences in analog-digital dynamics
and the social, cultural, and philosophical implications arising from interaction with these
products, proposing a sensitive reading that values "feeling" over mere "meaning," in
alignment with Ursula K. Le Guin's reflections on fiction.