• Medientyp: E-Artikel
  • Titel: Virtualizing the ‘good life’: reworking narratives of agrarianism and the rural idyll in a computer game
  • Beteiligte: Sutherland, Lee-Ann
  • Erschienen: Springer Science and Business Media LLC, 2020
  • Erschienen in: Agriculture and Human Values, 37 (2020) 4, Seite 1155-1173
  • Sprache: Englisch
  • DOI: 10.1007/s10460-020-10121-w
  • ISSN: 0889-048X; 1572-8366
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  • Beschreibung: AbstractFarming computer games enable the ‘desk chair countryside’—millions of people actively engaged in performing farming and rural activities on-line—to co-produce their desired representations of rural life, in line with the parameters set by game creators. In this paper, I critique the narratives and images of farming life expressed in the popular computer game ‘Stardew Valley’. Stardew is based on a scenario whereby players leave a [meaningless] urban desk job to revitalize the family farm. Player are given a choice to invest in the Community Center or to support ‘JojaMart’, a ‘big-box’ development. The farming narrative demonstrates the hallmarks of classical American agrarianism: farming as the basic profession on which other occupations depend, the virtue of hard work, the ‘natural’ and moral nature of agricultural life, and the economic independence of the farmer. More recent discourses of critical agrarianism are noticeably absent, particularly in relation to environmental protection. Conflict is centred on urban-based big business, whereas the farm is represented as a ‘bolt-hole’ or sanctuary from urban life. I argue that embedding issues of big-box development in gameplay enrols players in active reflection and debate on desirable responses, whereas the emphasis on reproducing classical agrarian tropes risks desensitizing game players to contemporary agrarian social and environmental justice issues. However, Stardew Valley gameplay implicitly reinforces the ideal that low input farming is the way that agriculture should be practiced. The success of the game in eliciting on-line debates, and the requirement for active performance and decision-making, demonstrates the specific potential of computer games as mediums for influencing and intervening in ongoing reworking of farming imaginaries, and enabling more critically engagement of the ‘desk chair countryside’ in important global debates.