Abstract
This essay analyzes Death Stranding, the 2019 release from contemporary game auteur Hideo Kojima. Here, I discuss the unique potentialities of this game world, detailing the ways in which Death Stranding expresses ecological perspectives. Asynchronous multiplayer serves as a unique metagame, helping to prove that play is a process of action which facilitates ecological thinking. The world of Death Stranding is filled with strange objects. The nonhuman entities that the player encounters throughout the game, for example, seem entirely alien. And yet, when these entities are properly understood, we realize that their inclusion is necessary--and natural. Your "job" in the game is to deliver packages. The player is made aware that here, in this digital world, objects have an unusual weight. What can we learn when we play this game? As the player becomes increasingly immersed in this digital world, Death Stranding motivates deeper thinking about the world outside of the game. Although this is a work of fiction, play helps us to consider our impact on the world at large. Death Stranding affords things their proper power and considers human existence in context with a larger, ecological whole.
Degree
MA
College and Department
Fine Arts and Communications; Theatre and Media Arts
Rights
https://lib.byu.edu/about/copyright/
BYU ScholarsArchive Citation
Long, Jordan, "Death Stranding: A New Digital Ecology" (2024). Theses and Dissertations. 10291.
https://scholarsarchive.byu.edu/etd/10291
Date Submitted
2024-04-12
Document Type
Thesis
Handle
http://hdl.lib.byu.edu/1877/etd13129
Keywords
Death Stranding, Hideo Kojima, metagaming, ecology, object oriented ontology, hyperobject
Language
english