Abstract

Abstract This article investigates the sandbox title Viva Piñata: Trouble in Paradise. It argues that the game privileges charismatic megafauna and forwards popular notions about what is considered a desirable animal. By privileging certain species over others, Viva Piñata inadvertently places itself in a conversation about conservation, endangered species and pest management. Recognizably domestic animals (ducks, chickens, etc.) and beautiful, easily recognized animals (lions, tigers) are the symbols of cultural good in the game, while other beasts (bats, moles, wolves) bear the label of ‘pest’ and must be guarded against or destroyed. Furthermore, all of the animals carry a literal monetary value; charismatic megafauna have higher values, just as they do in the cultural imagination. Admittedly, all of the animals within the game are cute creatures, named after the candy that fill them (Fizzlybear, Mousemallow), but Viva Piñata remains a site of cultural hegemony, where popular views about animals are enacted through gameplay. To support these ideas, this article follows the critical work of Chilla Bulbeck and Randy Malamud.

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