Abstract

Abstract The essay stages the law at the intersections between the humanities, technology, and the production of digital space. Interactions like these are relevant in the present age, where humankind is outcompeting natural resources and changing the earth. The Anthropocene is an epoch of environmental crisis; despite this, we turn such a crisis into a process of sublimation servient to the control of the earth. Blurring the divide between the digital and the human is functional to such a process. The strategic use of the law makes climate-change policies compatible with global markets. Assuming that manufacturing digital spaces is useful to this end, the essay focuses on multimedia games. Blending real-word performances with internet- and media-related contents, they are functional to sublimation, convincing us that we can tackle climate change without rearranging our economic paradigms.

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