Art, Action, and Academia: The Collaborative Key to Transformative Imagination (Earth System Governance Student Blog)
Synthesis reflection on Play, Imagination and Unmaking Unsustainable Systems
Author Bio: I am Thea Jansen, a third-year Arts and Culture Studies student at Radboud University, deeply passionate about exploring the world of art, culture, and human expression. I'm particularly interested in how art possesses the remarkable ability to communicate and frame profound messages and emotions.
I recently had the incredible opportunity to attend a thought-provoking session at the 2023 Radboud Conference on Earth System Governance conference, led by Joost Vervoort, the Associate Professor of Transformative Imagination in the Environmental Governance Group at the Copernicus Institute of Sustainable Development in Utrecht. The session, titled "Play, Imagination, and the Unmaking of Unsustainable Practices," delved into how creative and imaginative practices can help reshape our world. But what does this mean? Well, in terms of power, the visual arts have always been a formidable tool to communicate opinions and ideologies, so they should not be overlooked when working towards a sustainable future.
Balancing Play and Purpose
In a mere hour, Vervoort skillfully managed to convince me that simply dreaming about a better future won't get us anywhere. Utopias and dystopias are excellent starting points, but it's the process of transformation that truly matters. It compels us to actively engage in unmaking unsustainable practices, rather than merely imagining ideal or disastrous scenarios.
Games, often underrated as art forms, offer this unique form of agency. They grant players the opportunity to influence and impact the virtual worlds they inhabit. And no, we're not talking about educational games that hold your hand and guide you. The key here is agency – games that empower you to make decisions and take charge.
Vervoort illustrated this concept beautifully with a real-life example. During the session, we had the privilege of trying out a demo of the video game ‘All Rise,’ a unique combination of deep creative practice and action. In this game, you take on big oil and gas corporations in a courtroom, inspired by the Dutch activist group Fossielfrij. In the demo, we assumed the role of climate lawyer Kuyili, fighting to save a polluted river in an alternative reality in South India. As players, we navigated a diverse framework of choices, collecting and presenting evidence while working with the affected community. I believe this narrative-driven game was just a glimpse of how activism can be communicated through interactive experiences since as Vervoort himself puts it:
"Games allow us to explore new worlds, take on new roles, experiment with ourselves and our identity, make new rules, and develop new capacities."
Yet, there's much to consider, such as how narrative games like ‘All Rise’ communicate activism that leans towards an extreme approach. For instance, players can choose to break into offices or take matters into their own hands. It would be interesting to see if one gets punished for such decision making later on in the game.
When confronted with the question of how personal values might, even implicitly, influence the game development, Vervoort seemed very open and agreed, yet explained that the decision making system in ‘All Rise’ is based on a failing forward approach. This approach encourages players to dynamically adapt their strategies throughout the game, allowing them to continue playing without enduring significant setbacks. Vervoort underscores that, although different choices lead to diverse storylines and consequences, there is no inherently superior choice.
Collaborative Sustainability Efforts
Nevertheless, what's crystal clear is that the collaboration between activists, artists (game developers), and academic researchers holds a treasure trove of opportunities. By combining creative practice, action, and the financial, social, cultural, and political infrastructure that make an imaginative society possible, we can create transformative imaginaries. These imaginaries won't just be entertaining to explore but will also resonate with reality without constraining it. What's important to remember from this exploration is that seriousness and playfulness aren't poles apart; in fact, they're closely connected.
I must say, this session not only met my expectations but also fueled my enthusiasm for the role that art and culture can play in shaping a more sustainable and equitable future. It served me as a reminder that in our quest to unmake unsustainable practices, we must not merely dream but actively engage in the transformation of systems.
When thinking of the realm of the most beloved video games, I believe there exists a myriad of possibilities for creating comparable sources of entertainment and leisure while seamlessly instigating player motivation, compelling them to actively contemplate and take decisive actions. This holds particularly true in the domain of MMOs (massively multiplayer online games), where the potential for fostering communities is abundantly evident. I recognize a unique and promising potential in the sphere of Solarpunk, an emerging cultural movement that envisions a positive, sustainable future steeped in renewable energy, ecological resilience, and community-oriented living, as a convergence of art, action, and academia. It's a journey filled with exciting possibilities, and I can't wait to see where it leads.
About the Earth System Governance Project
The Earth System Governance Project is a global, interdisciplinary research network advancing knowledge at the interface between global environmental change and governance. The project aims to explore political solutions and novel, more effective governance systems to cope with global environmental change. You can connect with this network by becoming a research fellow, joining a taskforce or working group, or publishing with one of our publication outlets.