Since my research centered around an ecocritical analysis of Rain World, I read a lot about ecocriticism. I find it an interesting field that might be getting more attention in the near future. It's application to video games introduced me to some aspects of them that I hadn't considered before, such as the widespread trope of human mastery over the environment or the rapid developments across the industry to hyper-realistic graphics. As I've played other games, or even just watched some movies, I sometimes do a very basic ecocritical analysis, which often highlights common stereotypes. Overall, I'm very glad that I decided to pursue this topic, especially because I got to play Rain World! I was both occasionally frustrated and incredibly moved by the game, but I wish I had the time to play at a slower pace. There are still a couple of things I need to complete, particularly achieving all of the endings for several of the Slugcats and working my way through the expedition mode.
(Rain World)
With my paper and presentation, I continued developing my abilities with presenting and writing. In terms of new skills, I didn't learn much, but I felt much more confident about my products than last year in AP Seminar. Part of this comes from presenting my own data and part comes from spending so much time with the topic. In the future, I will certainly be using these skills when doing more advanced research, which may put me ahead of others who haven't been through this process before.
As a researcher, I learned that I am consistent with my work and can persevere through a lot to get things done. I feel that I have grown from last year, especially relating to the justification and significance of my findings. As a student, the lessons were mostly the same: perseverance, consistency, and confidence. However, I found it very challenging at times to give time to other classes when the presentation and paper deadlines were looming. As a person, I learned that I need to take better care of myself, especially now that I'm going to college.
If you were curious about my paper, I will include the first few paragraphs below, but you can view my final paper here, my final presentation here, and my raw data here.
In recent decades, a growing understanding of climate change has put the natural world, and humanity’s connection to it, into the focus of a wide range of media. Particularly, the emphasis on human activities causing irreversible changes in the environment is a prevalent theme in the numerous academic journals, articles, and papers published every year. While these sources have certainly been present for well over half a century and undoubtedly contain the most accurate information available, the vast majority of people are not interested. Simply put, the immense popularity of books, movies, TV shows, and, more recently, video games suggests that people find them much more accessible and captivating than academic literature. In fact, despite arguments that these pieces of media just waste time, Alenda Chang, an Associate Professor of Film and Media Studies at UC Santa Barbara criticizes that they leave “little room for forms of media to be productive agents for social and environmental change” (8). In other words, despite the reservations some people have about popular media, they can still be effective tools for spreading environmental messages. That being said, it is important to consider that representations of the natural world can vary greatly, from the accuracy of documentaries and high-end science-fiction to the harmful stereotypes of some video games and cartoons. Realistically, these forms of media are more often concerned with entertainment value than accurately portraying the environment. However, it is certainly possible, and perhaps even more beneficial, to achieve both of these at the same time in order to present important environmental topics in an interesting and appealing way.
To evaluate how a piece of media is representing the environment, an ecocritical analysis is required. Simply, ecocriticism is the study of the relationship between literature and the natural environment (Kumral 6). The field of ecocriticism is relatively new itself, and the rapid growth of the video game industry has inspired a lot of recent academic work on ecocriticism in video games, including this research. Several sources make it clear that literary analysis, like ecocriticism, can be easily applied to video games by arguing that if movies can be considered a visual form of literature, then video games can be considered an interactive form of a movie and thus be subject to literary analysis (Barton; Davis 99; Kumral 6). Michael A. Davis, a Professor of Physical Sciences at Kurtztown University, in addition to Chang, emphasize that video games allow players to get hands-on experience with complex topics, themes, and systems that would be hard to convey otherwise (Chang 8; Davis 99).
(Rain World)
Firstly, thank you to Mrs. Dobos and Mr. McBride who helped me to develop and refine my research. Also, thank you to Mr. Abner, Mrs. Carson, Mrs. Wills, Mr. DeFilippo, and Mr. Solis for attending my presentation. Thank you to Tim, David, Isaac, and Jasper for being great friends who supported me throughout the process. Many thanks to Evan for being there to distract me, talk about Rain World, and give me feedback!
Later this year, I will be attending the Colorado School of Mines for aerospace engineering. I'm very excited to be going this way!