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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>“Beavers don't walk on roads”: Beaver-play for more-than-human cartographies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Linas Kristupas Gabrielaitis</string-name>
          <email>linas.gabrielaitis@tuni.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Laura op de Beke</string-name>
          <email>l.h.opdebeke@uu.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oğuz 'Oz' Buruk</string-name>
          <email>oguz.buruk@tuni.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Velvet Spors</string-name>
          <email>velvet.spors@tuni.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ferran Altarriba Bertran</string-name>
          <email>ferran.altarribabertran@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Media and Culture Studies, Utrecht University</institution>
          ,
          <addr-line>Utrecht</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Escola Universitària ERAM, Universitat de Girona</institution>
          ,
          <addr-line>Salt, Catalonia</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Gamification Group, Tampere University</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>121</fpage>
      <lpage>131</lpage>
      <abstract>
        <p>In this paper, we introduce the notion of beaver-play to understand play that challenges spatial conventions, transgresses boundaries, and redraws territories. Tracing how beavers are imagined in various contexts such as nature conservation, experimental rewilding practices, and performance art, we highlight the role of the beaver in stories of ecosystem management, collapse, and restoration. We investigate beaver imaginaries through the perspective of play and games, taking the popular citybuilding video game Timberborn as our case study. We employ sketching as a method to annotate and analyse play practices in the digital spaces of Timberborn, drawing out three modes of beaver-play: concerns, crossings, and flows. Highlighting the role of play in territorial and organisational fluidity, we draw attention to the way that beaver-play scaffolds moving in and out of spatial arrangements, territories and environmental systems. Discussing how the practices of playing and drawing intertwined into a process of more-than-human cartography, we extend our investigation to consider the broader implications of using video games as cartographic, performative spaces for more-thanhuman meaning-making.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Games</kwd>
        <kwd>play</kwd>
        <kwd>more-than-human</kwd>
        <kwd>cartography</kwd>
        <kwd>sketching</kwd>
        <kwd>ecology</kwd>
        <kwd>spatiality</kwd>
        <kwd>beavers1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Tom Tyler’s book Game: Animals, Video Games, and
Humanity [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] collects a whole menagerie of beasts
between its pages, from boar to fish and from dogs to
lamas. Tyler demonstrates that when we encounter
animals in games and play, we do so in ways that are
culturally and contextually rich with meaning. Second
only, perhaps, to primates, beavers are among the
creatures we can most easily identify with:
nimblefingered master-builders, ecosystem engineers, and
tireless workers; it’s a flattering comparison. And yet,
for centuries beavers have also been received as pests,
creatures whose dam(n) projects have conflicted with
our own attempts to harness rivers for water and
power. In fiction, beavers repeatedly appear as agents
of environmental change, causing floods and engaging
in other disruptive terraforming practices (e.g. [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]).
As such, beavers often stand in for humans, who, in the
age of climate change have also become dubiously
responsible for the environment.
      </p>
      <p>
        For many artists and ecologists, however, beavers
are to be celebrated for their ability to traverse
0009-0000-6591-0548 (L. K. Gabrielaitis); 0000-0002-6429-2909
(L. op de Beke); 0000-0002-8655-5327 (O. Buruk);
0000-0001-8947615X (V. Spors); 0000-0002-3692-3777 (F. Altarriba Bertran)
boundaries, relax rigid borders, and reshape
landscapes [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. Consequently, the beaver has
become a figure through which to imagine new
practices that challenge spatial conventions and
reconfigure territories [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. “When beavers inhabit a
body of water, they cut channels into the adjoining
land, transgressing natural boundaries (...). Their
damming and gnawing practices can radically alter
farmland, redrawing boundaries and redirecting
waterways” [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. While the animal’s ability to
transgress boundaries has been studied from
perspectives as wide-ranging as ecology to
performance art [
        <xref ref-type="bibr" rid="ref10 ref6 ref8 ref9">8, 6, 9, 10</xref>
        ], our contribution lies in
the investigation of the beaver from the perspective of
games and play. More specifically, we develop a notion
of beaver-play that can move through ecological
boundaries, organising and re-organising spaces.
Video games provide an interesting context to study
this type of play because spatial exploration and
territorial expansion are considered to be core aspects
of digital gameplay [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ].
      </p>
      <p>
        We start by tracing instances of play with and as
beavers in rewilding practices, theatre and the arts in
order to build an overview of the roles that beavers
play in stories of ecological management and
restoration. Next, we shift our focus to study the way
humans pick up these roles in a closer analysis of the
videogame Timberborn by employing the method of
sketching. Sketching is well-known as a generative
activity for ideation and concept creation [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ], but
it has also seen recent uptake as an analytic tool for
meaning-making [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ]. By sketching on top of
screenshots from Timberborn, we develop the notion
of beaver-play, describing the extent to which
videogames provide cartographic, performative
spaces for more-than-human meaning-making
      </p>
      <p>
        The phrase more-than-human was used by the
ecologist and philosopher David Abram to emphasise
the embedded nature of human culture within a larger
web of life, which is filled with animacies that
complement and rival human designs [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Agriculture, for example, exists because of the
collaboration between humans and soil, bacteria,
minerals, and countless other creatures feeding the
earth. When we invoke the term more-than-human in
this article, we use it to describe approaches that keep
this multispecies world in mind.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Playing beaver</title>
      <p>In this section, we list some examples of playing beaver
in rewilding and conservation practices, in theatre, and
in video games, teasing out how beavers are figured in
stories of ecological management and restoration.</p>
      <sec id="sec-2-1">
        <title>2.1. Rewilding with beavers</title>
        <p>
          Due to hunting and habitat destruction, the Eurasian
beaver almost went extinct at the turn of the twentieth
century. Currently, there are many efforts underway to
reintroduce them to regions where they used to be
endemic and many of these initiatives have been
largely successful [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. There are good reasons for
wanting to reintroduce beavers in rewilding practices.
They have become a flagstone species for rewilding
efforts as ‘ecosystem engineers’, restoring degraded
landscapes, creating new wetland areas, and providing
precious habitats for endangered wildlife, such as
amphibians and river fish [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. By damming rivers,
beavers regulate water flow, slow water movement,
improve stream health and quality, reduce flooding
and restore natural landscapes [
          <xref ref-type="bibr" rid="ref20 ref8">20, 8</xref>
          ]. Moreover, the
kind of ecosystem engineering that beavers engage in
causes cascading ‘feral effects,’ which have a beneficial
impact on other species and environments, but which
involve processes that exceed what we can perceive or
monitor [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. In short, beavers provide humans with
“cost-effective ‘nature-based’ solutions to flood
protection” and drought resilience [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. Already in the
1930s, wildlife agencies such as the California
Department of Fish and Game were introducing
beavers into desiccated, dry landscapes to combat
erosion and raise water levels [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. When rewilding
inaccessible areas such as the mountains or deep
forests without roads, as shown in figure 1, airplanes
were used to drop parachuting beavers.
        </p>
        <p>
          Using beavers as pawns in the game of nature
conservation and environmental restoration requires
thinking of them in instrumental terms, however,
rewilding circles have been re-examining such
approaches by drawing on more-than-human
perspectives, investigating collaborative ways of
knowing and meaning-making instead [
          <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
          ]. A
model of such creative, non-instrumental play is
provided by David Overend [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], who oversaw a series
of research-driven, site-specific, collaborative,
artsbased explorations that engaged a population of
beavers in the Tay Valley in Scotland. Inspired by
performance artist Christy Gast’s 2014 film, Castorera
(A Love Story), Overend and his collaborators played as
beavers by engaging in a series of crossings, following
beaver trails over land, through the mud, and into the
water. In performing such crossings, Overend “sensed
the world, if not quite as a beaver, at least as
morethan-human,” demonstrating that playing beaver
created its own kinds of feral effects for the performing
researchers [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
update on the project (figure 2), the rewilders got fully
into character, donning neoprene suits for complete
immersion.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Acting as beavers</title>
        <p>
          Rather than invite humans to become beaver-like,
other instances of beaver-play feature uses of
anthropomorphisation, such as when the perceived
characteristics of beavers, like their industriousness,
are used to scaffold a deeply human story. For
example, in the 1937 play The Revolt of the Beavers
(figure 3), two children are spirited away to
‘Beaverland’ where they meet a band of oppressed and
exploited beavers who operate ‘the wheel of industry’
for the sole profit of the chief and his cronies [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. The
play recounts how the workers come together to
overthrow the chief, thus claiming the means of
production for themselves, and sharing the benefits
equally. At the time of its release, the play was reviled
for being too political. In an updated 2018 staging by
Kit Bix, the final act of the play nods just as overtly to
more contemporary politics [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. Bix takes beaver
anthropomorphism even further, casting them not just
as subjects under capitalism, but as potentially
enthusiastic proponents of it (figure 3).
        </p>
        <p>
          Rather than cast beavers as industrialists, some
games imagine beavers as saboteurs acting to disrupt
or undermine environmentally exploitative ventures
like logging enterprises. For example, the local co-op
game Beavers Be Dammed [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] stages a
beaveroperated heist on a sawmill. The challenge involves
manoeuvring stolen logs through difficult parcours full
of crazy obstacles. While lacking the striking visual
design and sharp critical brunt of a game like
Thunderbird Strike [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] by Indigenous designer
Elizabeth LaPensée, in which you play a mythical bird
taking out machines used to extract oil from the
Athabasca tar sands, Beavers Be Dammed stages a
similar struggle between extractive industry and
nonhuman resistance. Beavers Be Dammed can also be
understood as a game of ’animal mayhem’, which is the
name Marco Caracciolo gives to several recent games
in which non-human protagonists create comical
situations by meddling in human affairs and wreaking
havoc in human-dominated spaces [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Such
examples make use of animal play as an activity that
transgresses and disturbs boundaries between human
and animal spaces, making room for investigations on
the way we share our world with others.
        </p>
        <sec id="sec-2-2-1">
          <title>Lastly, beavers can also act as worldbuilders in a more expanded sense, upholding cosmic time and space. In collaboration with human geographer Kathryn Yussof, the electronica/glitch-folk duo</title>
          <p>
            Oblique Curiosities created a song called Cosmic
Beavers in which they playfully relate a queer,
anticolonial counter-mythology about “giant,
transdimensional beavers who maintain the Time-Dam”
[
            <xref ref-type="bibr" rid="ref33">33</xref>
            ]. This example, as well as the others listed above,
demonstrates the extent to which beavers have
emerged as generative figures in stories of world
collapse and restoration. As we can make out from the
brief overview of media provided here, playing beaver
generates moments of both identification, as well as
estrangement. It allows us to recognize ourselves as
planetary terraformers and world-builders, while also
pushing us to explore alternatives to a rapacious,
earth-moving industrial logic that is driving the
climate crisis. Specifically, beaver-play allows us to
adopt the playful, boundary-crossing, place-making
spirit of the beaver.
3. Timberborn or,
          </p>
          <p>
            welcome to the ‘Castorocene’
Castorocene means ‘era of the beaver.’ It is the title of
George Finlay-Ramsay’s film-poem [
            <xref ref-type="bibr" rid="ref34">34</xref>
            ] which
imagines a far future in which humans have defiled the
Earth and beavers are there to clean it up. It was filmed
in Bamff, an area in Scotland known for experimental
ecosystem management, the same place where
Overend and his collaborators performed their
experimental crossings [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ]. The work’s title is a play on
the term Anthropocene (anthropos meaning human).
Introduced in the early 2000s, the Anthropocene
denotes the most recent geological epoch, in which
humans have become the main drivers of planetary,
environmental change [
            <xref ref-type="bibr" rid="ref35">35</xref>
            ].
          </p>
          <p>
            Our case study Timberborn [
            <xref ref-type="bibr" rid="ref36">36</xref>
            ] is a popular
citybuilding game involving beavers that is also set long
after the demise of human civilization. It too posits a
speculative post-Anthropocene era that still carries
the scars of humans civilization: the ruined remains of
buildings, a recurring drought, and (after the game’s
latest update) sources of ‘bad water’. In the game,
players manage a colony of beavers surviving in this
desiccated landscape, setting up chains of production
to house, and feed them, while having to weather the
recurring drought. Damming enough water to make it
through these gradually lengthening dry seasons is the
game’s primary challenge. By simulating drought,
Timberborn joins a number of other recent games like
Frostpunk [
            <xref ref-type="bibr" rid="ref37">37</xref>
            ] and Against the Storm [
            <xref ref-type="bibr" rid="ref38">38</xref>
            ] that evoke
‘dark seasonalities’ [
            <xref ref-type="bibr" rid="ref39">39</xref>
            ] by simulating dangerous,
unpredictable weather and climate systems. New
trends like these demonstrate that the theme of
climate change is pushing game developers to
reconsider design conventions, especially those
belonging to the genre of the city-builder. Take for
example Terra Nil [
            <xref ref-type="bibr" rid="ref40">40</xref>
            ], a game about rewilding, or
Lichenia [
            <xref ref-type="bibr" rid="ref41">41</xref>
            ], a game about ecological restoration,
both of which explore alternative ways of relating to
video game environments. To study games like these,
scholars have developed different concepts and
frameworks, focused on climate change engagement
[
            <xref ref-type="bibr" rid="ref42">42</xref>
            ], ecology [
            <xref ref-type="bibr" rid="ref43">43</xref>
            ], anthropocentrism [
            <xref ref-type="bibr" rid="ref44">44</xref>
            ] or ecological
monstrosity [
            <xref ref-type="bibr" rid="ref45">45</xref>
            ]. For our part, we look at Timberborn
using the concept of beaver-play since the game’s
dynamic environment invites questions about
territory, boundary crossing, and place-making,
especially as the player’s terraforming and
engineering practices are patterned according to the
game’s seasonal rhythms.
          </p>
          <p>3.1. Spatiality in Timberborn</p>
          <p>
            The digital spaces found in video games are rarely
passive backdrops. Rather, video game spaces
constitute frameworks in which meaning is created
and situated [
            <xref ref-type="bibr" rid="ref46">46</xref>
            ]. Such processes of meaning-making
often rely on spatial exploration and expansion, which,
as Kühne suggests, result in significant alterations to
game environments. Thus, play in video games often
reflects the transformative power of player actions
over the digital environment. This is especially true for
city-builders where players are often cast as surveyors
or (military) cartographers, carving up the land and
assigning it productive functions [
            <xref ref-type="bibr" rid="ref47">47</xref>
            ]. For example, in
games such as the Civilization series [
            <xref ref-type="bibr" rid="ref48">48</xref>
            ], digital
spaces reflect traces of the player’s spatial mastery
over the environment [
            <xref ref-type="bibr" rid="ref49">49</xref>
            ]; and Tropico [
            <xref ref-type="bibr" rid="ref50">50</xref>
            ], employs
mechanics reminiscent of ‘colonial techniques of
domination’, which in video game spaces are
expressed through spatial behaviours such as
exploration, trading, or map-making [
            <xref ref-type="bibr" rid="ref51 ref52">51, 52</xref>
            ]. Games of
empire and extractivist play revolve around the
acquisition of geographical space [
            <xref ref-type="bibr" rid="ref53">53</xref>
            ] through
activities such as environmental exploration, spatial
maneuvering, trading, establishing mines and outposts
[
            <xref ref-type="bibr" rid="ref47">47</xref>
            ]. All such in-game actions and behaviours warrant
critique and scrutiny given that players may carelessly
adopt the logic encoded in the game, whether rooted
in extractivism, imperialism, or colonialism [
            <xref ref-type="bibr" rid="ref54 ref55 ref56">54, 55,
56</xref>
            ].
          </p>
          <p>In these previously mentioned city-building
games, the map is static and players exert their
influence over it. In Timberborn the map is dynamic
and players are put on the back-foot, having to respond
to, and build with the river in mind. In other words, the
river system is encountered as an entity with its own
rhythms and moods that you have to share the map
with. Over the course of play, there emerges a
morethan-human partnership between player and river. In
the coming sections, we introduce sketching as a
method for recording and analysing this relationship.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Sketching as method</title>
      <p>In this section, we introduce the practice of sketching
as an analytical tool. We explain our rationale of
sketching on video game screenshots to investigate
video game environments and to unpack beaver-play.</p>
      <sec id="sec-3-1">
        <title>4.1. Sketching for analysis</title>
        <p>
          Sketches are informal drawings or annotations
that allow people to deepen their understanding of an
object, a space, or a concept. Drawing sketches is an
established technique in generative processes such as
ideation and concept creation [
          <xref ref-type="bibr" rid="ref13 ref14 ref57 ref58">13, 14, 57, 58</xref>
          ]. In
addition, sketching has been gaining attention as an
analytic tool within technology-minded research. For
example, Sturdee and Lindley outline how the practice
can situate us within the ’unknown’, and help us make
sense of it [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] as sketching becomes a means for
simultaneously creating and conveying knowledge
[
          <xref ref-type="bibr" rid="ref59">59</xref>
          ]. Moreover, as Gansterer explains, sketching is
both reflective, promoting contemplation, as well as
steeped in observation— involving consciously
capturing thought and documenting the processes of
its creation [
          <xref ref-type="bibr" rid="ref60">60</xref>
          ]. In this way, sketching allows
researchers to generate and incorporate situated,
qualitative first-person knowledge into their research
practice [
          <xref ref-type="bibr" rid="ref61 ref62 ref63">61, 62, 63</xref>
          ].
        </p>
        <p>
          We draw on a specific approach developed by
Gamboa et al. to annotate video game screenshots [
          <xref ref-type="bibr" rid="ref64">64</xref>
          ].
They collect screenshots from video games and
annotate them for analysis. These annotations draw
out how meaning is created in video game spaces and
how game mechanics situate the player in imaginary
environments. “The collection of screenshots became
a place for transdisciplinary discussion” [
          <xref ref-type="bibr" rid="ref64">64</xref>
          ].
Similarly, we use the sketches to gather
interdisciplinary knowledge. The sketched-on
screenshots simultaneously count as player-generated
content that documents the intentionality of the player
[
          <xref ref-type="bibr" rid="ref65 ref66">65, 66</xref>
          ], while also reflecting the play practices and the
game mechanics that afford them.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>4.2. Study procedure</title>
        <p>
          The screenshots were made by the first author
over the course of two days. They record moments of
challenging gameplay that required planning, or they
capture moments of almost-failure [
          <xref ref-type="bibr" rid="ref67">67</xref>
          ]. The
screenshots were taken with the game paused and the
camera positioned to capture the situation. The
sketching itself was carried out on a tablet, where a
spatial analysis of the video game environment was
made, using sketching to document the river
territories and bank contours. After documenting the
specific spatial arrangements of a situation, sketching
was used to plan and reflect on the next steps in
gameplay.
        </p>
        <p>
          Next, the compiled sketched-on screenshots from
Timberborn served as a foundation for communication
and iterative, reflective discussion among the
coauthors. Comparisons were made and parallels were
drawn between instances of gameplay and the
ecologically rooted more-than-human perspectives
recorded at Bamff by Overend and his collaborators
during their crossings [
          <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
          ], and Finlay-Ramsay in his
film-poem [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. Lastly, the sketches were grouped
based on the three themes that emerged through the
comparisons. The findings presented in the following
section adopt a first-person perspective to articulate
the immersive attention cultivated through the
process of sketching during gameplay.
5. Findings: concerns, crossings
and flows
In this section, we describe the kind of beaver-play
encountered in Timberborn through three modes of
play: concerns, crossings and flows, highlighting how
they invite more-than-human awareness.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>5.1. Concerns</title>
        <p>Because Timberborn is a city-building game, the player
does not adopt the perspective of an individual beaver,
but rather controls the colony from a bird’s eye view.
In order to evoke elements that could be part of the
nonhuman field of perception, I sketched on top of the
screenshots, using textual annotations in combination
with arrows to speculatively identify the concerns that
the colony might have (as shown in figure 5). As a
response to hunger, the drying berry bushes and trees,
beaver-play became a process of extending the reach
of my colony to react to the emerging concerns (figure
6).</p>
        <sec id="sec-3-3-1">
          <title>In a conversation I had with the filmmaker George</title>
          <p>
            Finlay-Ramsay, who created the film-poem
Castorocene [
            <xref ref-type="bibr" rid="ref34">34</xref>
            ], what most surprised the artist, was
the fact that the beavers of Timberborn need roads to
get to where they were going— “beavers don’t walk on
roads”. This inspired further discussion on the
function of roads in the game. It is precisely through
extending roads that, as a player, I impart my agency
over the colony. The only way the beavers can move
anywhere is via the road network. I thus use the roads
to point at and connect concerns in the landscape that
the beavers are programmed to respond to. This
recalls the biological programming of beavers who
listen and instinctively respond to the sound of
running water with the irresistible urge to dam [
            <xref ref-type="bibr" rid="ref68">68</xref>
            ]. In
this way, building roads is a way of listening to the
river system and identifying its concerns.
          </p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>5.2. Crossings</title>
        <p>Timberborn requires the player to adapt to a changing
environment since periodically, whole areas of the
map dry up due to a recurring drought. Despite its
fluctuations, the river’s banks still provided the best
location for my settlement, though I found myself
having to keep relocating it depending on the water
level, shifting closer (figure 7) or further away (figure
8). Sketching crossings, I drew contours and zones
which would get gradually defined throughout play. In
this way, as I responded to the course of the river, I saw
beaver-play materialise in the arrows and lines that
marked where environments were being drawn and
redrawn.</p>
        <p>
          Examining the influence of beaver rewilding,
Overend and his collaborators noted how the Bamff
area is distinctly different from the rigid, fenced-off
farmlands surrounding it [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. They recounted that, as
they followed beaver trails, they had to cross through
land, mud and water, physically and imaginatively
crossing boundaries between the elements, between
biomes, and between species. In performing such
crossings, more-than-human perspectives emerged in
the muddy spaces where ecosystems converged. In
Timberborn, the changing state of the river prompts
me to reevaluate and cross out my established
settlements, crossing over into new territories. In this
way, a more-than-human perspective surfaces in the
way the river emerges as a dynamic, snaking entity,
one that swells and dries according to an
unpredictable rhythm. In response to this rhythm, I am
habitually deterritorialized, moving in and out of
territory.
5.3. Flows
At a certain moment in my playthrough, I reached a
point of sufficient food security where I was not
threatened by immediate concerns such as hunger, nor
was I any longer caught off guard by the droughts that
used to force me to cross into new territories for
survival. At this point, instead, the gradually
lengthening dry seasons required me to be less
reactive and to start acting on a new, larger scale. I
found myself zoomed out from the beaver settlement,
trying to situate myself in the broader flows of the
surroundings. My first dam served as the initial field
for experimentation, helping me understand how, and
where the water was flowing from (figure 9). I then
started preparing for the lengthening dry seasons by
making more intricate dams, scheduling the pools and
ponds that I could build (figure 10). Here, beaver-play
became apparent as a specific feeling of scale, which I
could express through the spatial activity of flowing.
By sketching curved arrows, interruptions of flows,
and dammed pools, the sketching activity became a
way for situating myself alongside larger-scale
environmental processes.
        </p>
        <p>
          One of Overend’s collaborators, Laura Bissel, found
herself adopting a more-than-human frame of mind by
paying close attention to the water [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. She was
inspired by all the possible ways that beavers build by
ear, following the sound of noisy water which elicits in
them the urge to dam. Bissel and Overend observed
how trees lay in horizontal intersections across the
submerged architectures, which beavers use as
sanctuaries for safety and access to food. Overend and
Bissel listened to the trickle of the water and the flows
which beavers harness to float branches downstream
[
          <xref ref-type="bibr" rid="ref69">69</xref>
          ]. Timberborn affords a similar, heightened
sensitivity to the dynamic of water, how it flows, how
it pools, and how far it seeps into the ground, as well
as, crucially, where it comes from. In the process of
sketching, the edges of the map also determined the
edges of my canvas, which I could speculatively draw
beyond, imagining a broader environmental context
for the river’s flow.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>6. Discussion</title>
      <p>In the following section, we first reflect on the
performed beaver-play, defining it in the context of
more-than-human cartography. Then, we extend our
investigation to consider the broader implications of
using video games as cartographic, performative
spaces for more-than-human meaning-making.</p>
      <sec id="sec-4-1">
        <title>6.1. Beaver-play</title>
        <p>The kind of beaver-play we engaged in goes
beyond the portrayal of beavers as mere industrialist
masterbuilders, ecosystem engineers, and tireless
workers. In our study, playing as beavers allowed us to
perceive the river’s emergence as an environmental
actant, rhythmically supporting or threatening the
colony. Three modes of beaver-play were identified
that helped us recognize this emergence: concerns,
crossings and flows; three modes of play for spatially
organising with the territories of the river. We’ve
captured these modes in figure 11, which illustrates
how beaver-play is characterised by spatial
movements, like connecting concerns, crossing out
and over into new territories, and following
largescale, durational flows. Through these concerns,
crossings and flows players are subject to a constant
process of territorializing and being deterritorialized,
which draws attention to the ways in which lands are
claimed and reclaimed throughout play.</p>
        <p>The three modes of beaver-play are inspired by the
boundary-crossing, place-making spirit of the beaver,
but we are sceptical of the connection between real
beaver behavior and beaver-play. The introduction of
roads into the game, although misrepresenting real
beavers, does not undermine beaver-play, even if, in
reality, “beavers don’t walk on roads”. Additionally, in
Timberborn, two types of beavers serve as playable
factions: Folktails – the default beavers, and Iron Teeth
– who are even more industrious, capable of producing
automated bot-beavers. Interestingly, the play-style
for each faction differs only minimally as similar
concerns, crossings and flows emerge through play with
either faction. Crucially, whatever the choice, play
progressively locks you into rigid, immobile spatial
arrangements.</p>
        <p>
          As we will explain, in this regard, Timberborn is no
different from other contemporary map-based games.
The study ‘On Being Stuck in Sid Meier’s Civilization’
performs an analysis of the way technological
advancement locks the player in place [
          <xref ref-type="bibr" rid="ref70">70</xref>
          ]. Mol,
Politopoulos and Lammes argue that the more you
play the game, the less free you become, as
technological progress locks you into one specific way
of playing with progressively less freedom to
experiment with alternatives. This study is built on the
anthropologist David Graeber and archaeologist David
Wengrow’s concept of ‘play-farming’ which describes
the flexible way in which our ancestors switched
between farming and hunter-gathering depending on
seasonal, long-term fluctuations in the climate [
          <xref ref-type="bibr" rid="ref71">71</xref>
          ].
This type of ecological fluidity allowed our ancestors
to switch their modes of production, and with it, their
different socio-political structures, when it suited
them.
        </p>
        <p>For Graeber and Wengrow, play is the underlying
mechanism behind the cultural practices and creative
freedoms that keep us from getting stuck in
unsustainable modes of production and organisation.
Beaver-play can be understood as a kind of spatialized
model of this type of play. It can be defined by its
experimentation with spatial arrangements and
territorial fluidity, manifesting in the ability to cross
through, in and out of ecosystems, across and within
planetary flows. However, evidently beaver-play too
can cease to be play when it becomes stuck, and loses
its experimental quality. This happens in Timberborn
when player settlements—now beaver-cities—
become cemented, and it becomes too costly or
laborious to move in sync with the river.</p>
      </sec>
      <sec id="sec-4-2">
        <title>6.2. More-than-human cartographies</title>
        <p>
          Timberborn is a game designed for entertainment,
not a teaching tool. Nevertheless, as our experience
demonstrates, it has valuable lessons to teach us about
the use of maps as performative spaces. By adding to
the map, both in gameplay and through sketching, we
were able to draw out the more-than-human
relationship between the beaver colony and the river.
This is important, as video games have been criticised
for fostering an impersonal, detached,
instrumentalizing gaze [
          <xref ref-type="bibr" rid="ref72">72</xref>
          ]. Such modes of visuality,
perpetuate the logic of domination over nature. The
designation of protected areas, the enclosure of
territories and the delimitation of animal movement
have become common responses to human-induced
ecosystem collapse [
          <xref ref-type="bibr" rid="ref73">73</xref>
          ]. Such designation of territory
and space further entrenches dominant power
dynamics and existing institutional extractivist
interests [
          <xref ref-type="bibr" rid="ref74">74</xref>
          ]. In response, geographers have been
reevaluating their cartographic practices, seeking
instead to use maps as performative spaces where
nonhuman influences and more-than-human
commitments emerge [
          <xref ref-type="bibr" rid="ref75 ref76">75, 76</xref>
          ]. The sketched-on
screenshots from Timberborn, give evidence to the
potential of such performative spaces for reflection.
Sketching, as a process that documents its own
creation [
          <xref ref-type="bibr" rid="ref61">61</xref>
          ], resulted in snapshots of specific spatial
arrangements, while documenting the mechanics that
allow such spatial arrangements to exist.
        </p>
        <p>
          In considering video game spaces as performative
spaces for more-than-human meaning-making, we
follow in the line of thought of Ralph Waldo Emerson,
who describes poetry as having the ability to “magnify
the small” and “micrify the great” [
          <xref ref-type="bibr" rid="ref77">77</xref>
          ]. Alenda Chang
continues by referring to video games as having the
ability to model both microscopic and galactic scales of
sustainable action [
          <xref ref-type="bibr" rid="ref78">78</xref>
          ]. To scaffold the players taking
such perspectives, video games use maps, interfaces,
or HUDs (heads-up displays) to evoke a non-human
field of perception, which might include scent-vision to
represent the sense-world of a dog [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], or other tricks
to evoke animal subjectivities [
          <xref ref-type="bibr" rid="ref79">79</xref>
          ]. Distinct from such
perspective-taking game mechanics, beaver-play
scaffolds the territorial, the cartographic acts for
more-than-human engagements.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>7. Future work</title>
      <p>
        Potential future work includes the use of beaver-play
in the spatial analysis of video games. As more
contemporary games introduce climate change as an
environmental factor in gameplay, beaver-play may be
used to evaluate how such environmental factors
facilitate dynamic player relationships to the
environment, how play consciously positions us in
more-than-human worlds, and the fluid processes of
creating and losing territory. In such analysis,
beaverplay could be considered within the realm of mods
(moddable additions to games), drawing inspiration
from studies where modding was used to disrupt
colonial gameplay [
        <xref ref-type="bibr" rid="ref80">80</xref>
        ]. As modded intrusions into
existing video games, beaver-play could serve to
disrupt spatial arrangements. The development of a
mod could be accompanied by a more in-depth
autobiographic methodology. While our current
approach utilises cartographic sketching as an
analytical tool to unpack game mechanics in the
manner of a close reading, future investigations could
employ more autoethnographic perspectives [
        <xref ref-type="bibr" rid="ref81">81</xref>
        ] to
validate the characteristics of beaver-play and the
more-than-human sensitivities that they evoke.
      </p>
      <p>
        Secondly, we see potential future work in
exploring beaver-play as a cartographic practice in
disciplines other than games. For example, in the
processes through which performance artists are
engaging with earthly agencies [
        <xref ref-type="bibr" rid="ref82 ref83">82, 83</xref>
        ] or, in parallel
to the literary efforts that situate the living present
within the deep past and planetary future [
        <xref ref-type="bibr" rid="ref84">84</xref>
        ].
Moreover, the fields of design and Human-Computer
Interaction (HCI), have similarly reevaluated their
anthropocentrist perspectives by exploring
morethan-human approaches [
        <xref ref-type="bibr" rid="ref85">85</xref>
        ]. Recent design methods
engage elements such as solar energy [
        <xref ref-type="bibr" rid="ref86">86</xref>
        ], wind [
        <xref ref-type="bibr" rid="ref87">87</xref>
        ],
soil [
        <xref ref-type="bibr" rid="ref88">88</xref>
        ] or the forest [
        <xref ref-type="bibr" rid="ref89">89</xref>
        ], where beaver-play can be
performed to critically evaluate how practices redraw
and redraw territory. As cultures arise in and out of
play, we encourage further investigations into the role
of play and games in the creation of worlds that go
beyond the human.
      </p>
    </sec>
    <sec id="sec-6">
      <title>8. Conclusion</title>
      <p>In this paper we developed the notion of beaver-play
as a mode of playful territorial fluidity with
experimental spatial arrangements. We highlight how
beaver-play can afford more-than-human
engagements such as the intersections of ecosystems
and territories of a river system. By intertwining
playing and sketching, more-than-human
cartographies emerge as a performative practice
capable of situating the player as acting within and
alongside larger-scale environmental processes. As we
discuss the broader implications of using video games
as cartographic, performative spaces, we uncover
disciplinary tensions between game studies,
performance art, cartography and design.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>This research was supported by Jane and Aatos Erkko
Foundation through the CONVERGENCE project.
Thank you to the reviewers, thank you George,
Johannes, and Çağlar for the conversations.</p>
    </sec>
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