Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”

In 2021, the United States was the second largest emitter of greenhouse gases globally (after China, whose population was then over four times larger). The scale and urgency of the problem has been broadcasted for years, but the necessity and methods of dealing with it on a national and individual l...

Full description

Bibliographic Details
Main Author: Eleonora Imbierowicz
Format: Article
Language:English
Published: Wydawnictwo Uniwersytetu Wrocławskiego 2024-01-01
Series:Acta Universitatis Wratislaviensis. Anglica Wratislaviensia
Subjects:
Online Access:https://wuwr.pl/awr/article/view/15531
_version_ 1827078839015047168
author Eleonora Imbierowicz
author_facet Eleonora Imbierowicz
author_sort Eleonora Imbierowicz
collection DOAJ
description In 2021, the United States was the second largest emitter of greenhouse gases globally (after China, whose population was then over four times larger). The scale and urgency of the problem has been broadcasted for years, but the necessity and methods of dealing with it on a national and individual level seem to be quite obscure. Recycling is not the norm, oil and meat consumption is high, and excess spending is common. Consumption is still seen and presented as the means of satisfying most of one’s needs as well as a necessary condition for achieving a high social status. Dealing with climate change, as much as materially possible, involves dealing with the specificity of American geopolitics and culture: among other factors, its post-Protestant views on money and poverty, imperial position, and extreme individualism. The expansion pack The Sims 4: Eco Lifestyle, produced by California-based Electronic Arts, fits into the consumerist approach to climate change popular in the United States. Eco Lifestyle introduces air pollution, recycling, living off -grid, and local politics, as well as the styles and activities related to pro-environmental attitudes. However, these activities are stripped of their material sense, as the actions depicted in the game are not what limits emissions and carbon footprint in the real world. This seems to be more a strategy than an error; and yet, it is hard not to regret a missed opportunity of creating a playable and ecologically sound Sims expansion for the lovers of the gameworld—and the world.
first_indexed 2024-04-24T22:55:15Z
format Article
id doaj.art-b6e476f12732437e8b9ae81a11907fd4
institution Directory Open Access Journal
issn 0301-7966
language English
last_indexed 2025-03-20T02:36:02Z
publishDate 2024-01-01
publisher Wydawnictwo Uniwersytetu Wrocławskiego
record_format Article
series Acta Universitatis Wratislaviensis. Anglica Wratislaviensia
spelling doaj.art-b6e476f12732437e8b9ae81a11907fd42024-10-03T07:43:58ZengWydawnictwo Uniwersytetu WrocławskiegoActa Universitatis Wratislaviensis. Anglica Wratislaviensia0301-79662024-01-01612456010.19195/0301-7966.61.2.417256Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”Eleonora Imbierowiczhttps://orcid.org/0000-0002-8939-2332In 2021, the United States was the second largest emitter of greenhouse gases globally (after China, whose population was then over four times larger). The scale and urgency of the problem has been broadcasted for years, but the necessity and methods of dealing with it on a national and individual level seem to be quite obscure. Recycling is not the norm, oil and meat consumption is high, and excess spending is common. Consumption is still seen and presented as the means of satisfying most of one’s needs as well as a necessary condition for achieving a high social status. Dealing with climate change, as much as materially possible, involves dealing with the specificity of American geopolitics and culture: among other factors, its post-Protestant views on money and poverty, imperial position, and extreme individualism. The expansion pack The Sims 4: Eco Lifestyle, produced by California-based Electronic Arts, fits into the consumerist approach to climate change popular in the United States. Eco Lifestyle introduces air pollution, recycling, living off -grid, and local politics, as well as the styles and activities related to pro-environmental attitudes. However, these activities are stripped of their material sense, as the actions depicted in the game are not what limits emissions and carbon footprint in the real world. This seems to be more a strategy than an error; and yet, it is hard not to regret a missed opportunity of creating a playable and ecologically sound Sims expansion for the lovers of the gameworld—and the world.https://wuwr.pl/awr/article/view/15531digital gamesvideo gamesenvironmentalismenvironmentconsumerismsimulationcarbon footprintcapitalism
spellingShingle Eleonora Imbierowicz
Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”
Acta Universitatis Wratislaviensis. Anglica Wratislaviensia
digital games
video games
environmentalism
environment
consumerism
simulation
carbon footprint
capitalism
title Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”
title_full Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”
title_fullStr Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”
title_full_unstemmed Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”
title_short Consumerist Environmentalism in “The Sims 4: Eco Lifestyle”
title_sort consumerist environmentalism in the sims 4 eco lifestyle
topic digital games
video games
environmentalism
environment
consumerism
simulation
carbon footprint
capitalism
url https://wuwr.pl/awr/article/view/15531
work_keys_str_mv AT eleonoraimbierowicz consumeristenvironmentalisminthesims4ecolifestyle