Interactive Media for Sustainability
- 2018
- Buch
- Verfasst von
- Dr. Roy Bendor
- Verlag
- Springer International Publishing
Über dieses Buch
Interactive Media for Sustainability presents a conceptually rich, critical account of the design and use of interactive technologies to engage the public with sustainability. Treating interactive technologies as forms of mediation, the book argues that these technologies advance multiple understandings of sustainability. At stake are the ways sustainability encodes the complexity of interrelated social and natural systems, and how it conveys the malleability of the future. The book’s argument is anchored in a diverse set of theoretical resources that include contemporary work in human-computer interaction (HCI), social theory, media studies, and the philosophy of technology, and is animated by a variety of examples, including interactive simulations, persuasive apps, digital games, art installations, and decision-support tools.
Inhaltsverzeichnis
-
Frontmatter
-
Chapter 1. Mediation
Roy BendorAbstractThis chapter introduces the book’s aims, themes, and approach. Motivated by Marshall McLuhan’s observation that the speed of technological innovation condemns us to live “a way ahead of our thinking,” the chapter reviews previous attempts to articulate the entanglement of sustainability and technology, presents an initial definition of interactive media, and suggests a framework for understanding the specific ways in which interactivity serves as a form of mediation. The chapter concludes by outlining the book’s structure. -
Chapter 2. Behavior
Roy BendorAbstractThis chapter describes the design and use of interactive media aimed at closing the “attitude-behavior gap” by influencing the behaviors of their users. The chapter draws from contemporary work in cognitive science and behavioral psychology and surveys a wide variety of persuasive interactions with varying degrees of prescriptiveness—from “seducing” users to engaging them with what B.F. Skinner calls a “technology of behavior.” The image of sustainability that emerges from persuasive uses of interactive media is of a delicate balance between human and nonhuman interests, one that can only be restored by inculcating more sustainable, or less unsustainable, behaviors. -
Chapter 3. Reason
Roy BendorAbstractThis chapter focuses on the design and use of interactive media to scaffold their users’ understanding of sustainability. The chapter traces the influence of concepts developed in complex systems theory on the design of sustainability games and simulations, and asks about the implications of using computational assemblages to represent and act on socio-natural systems. The image of sustainability that emerges from these media and the synoptic interactions they provide is of a complex problem that could be solved, or at least managed, by applying scientific methods and reasoning. -
Chapter 4. Experience
Roy BendorAbstractThis chapter describes the design and use of immersive media to evoke resonant, emotionally stirring experiences of sustainability. The analysis draws from phenomenological conceptions of presence to illustrate how virtual reality (VR) games and interactive installations create situations that allow users to experience sustainability (and unsustainability) in embodied, affective ways. Through the perspective provided by the resonant interactions such media evoke, sustainability is seen as felt embeddedness, a field of interrelated phenomena that need to be brought closer to users’ everyday life. -
Chapter 5. Imagination
Roy BendorAbstractThis chapter focuses on interactive media that promote imaginative engagement with sustainability. By deploying what I call “worldmaking interactions,” the interactive media discussed in this chapter seek to cultivate their users’ capacity to imagine and pursue alternative social, scientific, and political configurations. Sustainability emerges from such media as an imaginary, a means by which deeply held beliefs about the world can be made visible and legible, can be evaluated and perhaps even transformed. -
Chapter 6. Refractions
Roy BendorAbstractThis chapter discusses sustainability first as a “contested concept” and then as a discursive field. Based on the accounts given in previous chapters, the four refracted meanings of sustainability are critically evaluated based on three elements: complexity, futurity, and agency. Complexity because sustainability involves a dense network of human and nonhuman actors, material and cultural imperatives whose interactions often lead to unanticipated, emergent consequences. Futurity because from its very beginning, sustainability sought to shift human temporal horizons, considerations, and responsibilities from the “here and now” to the future. And agency because sustainability implies that humans have the capacity to intervene and make the world a better place. -
Backmatter
- Titel
- Interactive Media for Sustainability
- Verfasst von
-
Dr. Roy Bendor
- Copyright-Jahr
- 2018
- Electronic ISBN
- 978-3-319-70383-1
- Print ISBN
- 978-3-319-70382-4
- DOI
- https://doi.org/10.1007/978-3-319-70383-1
Informationen zur Barrierefreiheit für dieses Buch folgen in Kürze. Wir arbeiten daran, sie so schnell wie möglich verfügbar zu machen. Vielen Dank für Ihre Geduld.